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Re: irrlicht physics - what would it take?

Posted: Wed Nov 19, 2014 10:13 pm
by The_Glitch
I wouldn't mind some physics I'm left with trying to fix IRRBullet with the latest version of Irrlicht and have been putting it of because I know it's gonna be a lot of issues.

Re: irrlicht physics - what would it take?

Posted: Thu Nov 20, 2014 2:06 am
by ralian
I did actually tinker around with the idea and get some code written for
a library. I don't have anything substantial at all right now, and probably
never will, but if I get something worth releasing I'll definitely give you
the code I've written. I have next week off, so I'm probably gonna go HAM
with my two coding projects ;)

Re: irrlicht physics - what would it take?

Posted: Thu Nov 20, 2014 2:43 am
by The_Glitch
I'm gonna be honest that would be great I don't have any physics in my project and would like to add something but I'm not trying to battle updating IRRBullet then trying to get it to work with Irrlicht/ShaderPipeline.