Page 24 of 38

Posted: Fri Jul 30, 2010 7:20 pm
by Brainsaw
I can't tell you how much memory the wrapper needs, I never use it without loading a scene (nor without Irrlicht). But: the memory leakage has been reduced quite a lot during the last week. It still leaks, but the IrrOdeCar demo needs to be running for quite some time to see an increase in memory usage (situation one week earlier: at least 100 KB leak per second!).

Posted: Fri Jul 30, 2010 7:58 pm
by serengeor
Good progress made, I liked what features you have implemented in the wrapper 8)
But I'll stick with my bullet wrapper than as it works good for what I need now and it helps me to improve my c++ skills :)

Good luck on improving your wrapper and removing those GOD Damn leaks, got to hate them :lol:

Posted: Fri Jul 30, 2010 8:39 pm
by booe
ArakisTheKitsune wrote: I saw like 1000 basic c++ questions here on forum. Maybe you want to tell them too to buzz off?
Yea, lets ban'em ALL!
ArakisTheKitsune wrote:And I like your "change your avatar" line it's so nazi.
Hey dude, ever heard 'bout Godwin's law?
http://en.wikipedia.org/wiki/Godwin%27s_law
Image
The right facepalm is for ArakisTheKitsune, and the left one is for serengeor.

( Really guys, please learn the basics of C++ and the basics of google usage BEFORE visiting this beautiful forum )

Posted: Fri Jul 30, 2010 11:00 pm
by hybrid
booe, maybe you could also calm down and start to criticize people only after you have shown worthy to the community. This usually starts after a few dozen or even a few hundred posts - if ever...

Posted: Sun Aug 01, 2010 1:57 am
by pippy3
I'm having some trouble linking the demos with the library in Xcode. I followed the instructions with no luck.

There's about 200 errors with the first being


irr::ode::CIrrOdeDevice::jointGetPrAngleRate(unsigned int)in libirrODE.a(CIrrOdeDevice.o)

Posted: Sun Aug 01, 2010 6:19 am
by Midnight
hybrid wrote:booe, maybe you could also calm down and start to criticize people only after you have shown worthy to the community. This usually starts after a few dozen or even a few hundred posts - if ever...
Don't let him fool you booe, the cake is a lie! And don't even get me started on pi!

All joking aside he's right two wrongs don't make a right. Nor a double face palm... then again not having the respect of hybrid does allow me to enjoy your trekky joke without worrying about big H's evil monkey stare! ahahahahaha!


edit: here you go hybrid I got a new avatar for you!
Image

Posted: Sun Aug 01, 2010 6:53 am
by serengeor
pippy3 wrote:I'm having some trouble linking the demos with the library in Xcode. I followed the instructions with no luck.

There's about 200 errors with the first being


irr::ode::CIrrOdeDevice::jointGetPrAngleRate(unsigned int)in libirrODE.a(CIrrOdeDevice.o)
You know its not the full error ?
Give us the full error with the code like

Code: Select all

error 2048: Blah blah
And I assume that these errors have to do with bad library linking since I only get that much when I link libraries improperly :roll:

Posted: Sun Aug 01, 2010 7:51 am
by Midnight
I'm still laughing at that double face palm lol

anyway.. just a HUGE shot in the dark I'm going to agree with serengeor that it's probably a linker problem... see how it mentions the .o object file? yeah that usually means it's not linking considering that's what object files do.

while(!insane)code();

Good Luck!

Posted: Sun Aug 01, 2010 2:15 pm
by Brainsaw
pippy3 wrote:I'm having some trouble linking the demos with the library in Xcode. I followed the instructions with no luck.

There's about 200 errors with the first being


irr::ode::CIrrOdeDevice::jointGetPrAngleRate(unsigned int)in libirrODE.a(CIrrOdeDevice.o)
Do you link with ODE? Without further information this would be my first guess. IrrOde is just a wrapper, you need to link both Irrlicht and ODE.

Posted: Sun Aug 01, 2010 7:07 pm
by Midnight
pippy3 wrote:I'm having some trouble linking
He basically answered his own question.

@Brainsaw - dude knowing your typical person he's probably trying to compile on a windows machine lol

Posted: Tue Aug 03, 2010 9:46 am
by Zurzaza
I think there is a problem with collision detection..again.
You can find it by playing irrode playground...
Try to add a capsule and a trimesh scene node and apply a force to the capsule (or the trimesh), and the node to which you applied the force will pass through the object and through the ground :?:

Posted: Thu Aug 05, 2010 5:41 am
by Brainsaw
I know there is a problem with the collision detection, but it comes from the ODE. The only solution I figured out is to use the debug version of ODE (I do that for the IrrOdeCar demo and my "Stunt Marble Racers" game). You have to add a switch when compiling debug ODE so that it won't stop the program on any internal error (I just don't remember the switch at the moment ... I think I added it as a note to the readme.txt file).

I link the debug version statically in order to decrease the size of the package I put on my homepage.

Btw: are you using a trimesh as terrain or a heighfield? It should work with the heightfield, but the trimesh collision is for some reason broken in the release version.

Posted: Sun Aug 08, 2010 8:29 am
by Brainsaw
New version online (also in SVN):

* Added method to CIrrOdeManager that encapsulates the "loadScene" method of the Irrlicht scene manager
* some cleanup work done
* Fixed buffer size bug in IrrOdeCar
* new car model in IrrOdeCar
* added a progress bar to IrrOdeCar initialization

Posted: Mon Aug 09, 2010 5:30 am
by Brainsaw
Alright ... I uploaded another version before I went to bed yesterday: I found out that I forgot to clear the world list in the CIrrOdeManager::closeOde method. This is no problem in the demos, but in my Stunt Marble Racers game it caused the program to crash: the movement of bodies is done by the first world, and if the list isn't cleard it points to some invalid class instance. Updated both SVN and the download version.

Posted: Thu Aug 12, 2010 2:32 am
by Darkcoder
My project is almost finished using this awesome lib! Right now I'm doing some optimizations and I tried to cut my tri count down by using single sided collision meshes, but as expected the collision is only detected on the front face. Is there a way to allow double sided collision? I looked through a few of the headers and didn't see anything that looked like it.

Oh and I'm using triangle collision meshes for these objects.