irrBullet 0.2.0

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bkeys
Posts: 42
Joined: Sat Feb 27, 2016 9:06 pm

irrBullet 0.2.0

Post by bkeys »

Image

irrBullet 2.0 is an attempt at me and my friend Nicolas Ortega to revive the irrBullet wrapper by making the code more stable and better documented. Here are some of the things we still have to do
  • Add to the examples on how to create a vehicle that is not a tank (has wheels and the bouncy suspension everyone loves)
    The Doxygen documentation could be a bit nice
    Create a video tutorial as well as text ones and publish them alongside the Irrlicht tutorials
Other than that this is going to be your same old irrBullet, it is licensed under the GNU GPL v3. We are always looking for contributors so if you have any examples feel free to add them and I would be glad to attribute you.
The source code is being hosted here:
https://github.com/CollectiveTyranny/irrBullet
Last edited by bkeys on Tue May 10, 2016 5:47 pm, edited 1 time in total.
- Brigham Keys, Esq.
AReichl
Posts: 268
Joined: Wed Jul 13, 2011 2:34 pm

Re: irrBullet 2.0

Post by AReichl »

Yeehaa!
I have a small wishlist for IrrBullet:
1) moving the point of world-origin ( i think Bullet has a funktion for that ).
2) compile Bullet ( and IrrBullet ) with double-support ( i know i know - evryone tells me that it does not make sense, because the final grafics stage is still working with float, but there are situations where it can make life easier ).

Another question: here you write about version 2.0, but the readme says version 0.2.0 ?
bkeys
Posts: 42
Joined: Sat Feb 27, 2016 9:06 pm

Re: irrBullet 2.0

Post by bkeys »

AReichl wrote:Yeehaa!
I have a small wishlist for IrrBullet:
1) moving the point of world-origin ( i think Bullet has a funktion for that ).
2) compile Bullet ( and IrrBullet ) with double-support ( i know i know - evryone tells me that it does not make sense, because the final grafics stage is still working with float, but there are situations where it can make life easier ).

Another question: here you write about version 2.0, but the readme says version 0.2.0 ?
I never get this stuff right on the first try I will go through and clean a lot of this stuff up today :x
1) If you know anything about that functionality it would be great if you contributed it to irrBullet.
2) What do you mean with double support?
We are in the process today of putting a build system on it (CMake) and trying to get it packaged and possibly submitting it in the repositories of Debian and Fedora. At first it will be a static library, however we want to look into making a dynamic version of it.
- Brigham Keys, Esq.
AReichl
Posts: 268
Joined: Wed Jul 13, 2011 2:34 pm

Re: irrBullet 2.0

Post by AReichl »

With "double" i mean the C/C++ type 'double' ( instead of type 'float' ). You can compile Bullet with 'double' support, meaning all internal calculations are done with type 'double'. This should help to solve some precision problems. But let's forget this point, because for HUGE dimensions ( e.g. in a space game ) there are better ways to solve precision problems, and as far as i know, type 'double' is not even supported on all platforms ( e.g. XBox ).

About "moving the point of world-origin": This is of interest if you don't want to move the camera through the scene but instead move the scene around the camera ( so camera is always at position 0,0,0 ). In Irrlicht i can do that ( with a trick ) and i know it is possible in Bullet. I once saw a piece of code about it and i am still searching for it. If we are lucky it's only one more function in IrrBullet ( something like "setWorldOrigin( X, Y, Z )" ).
Locien
Posts: 25
Joined: Wed Jul 10, 2013 2:43 am

Re: irrBullet 2.0

Post by Locien »

If you compile Bullet with the preprocessor BT_USE_DOUBLE_PRECISION it uses doubles internally for all calculations instead of floats. Basically it changes vectors, scalars, et.c into double. This makes raycasts much more accurate among other things.
devsh
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Re: irrBullet 0.2.0

Post by devsh »

Doubles are a really bad idea, trust us :D

Unless you have an AVX CPU with 256bit registers, then by all means go ahead
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: irrBullet 0.2.0

Post by The_Glitch »

Great.
I have not implemented physics into my app but It's on my list nice to see things will be more up to date.
jorgerosa
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Re: irrBullet 0.2.0

Post by jorgerosa »

Great to see irrBullet alive again! Well done! :D
-I dont know if you received my sent URL, as you asked for, so I´ll post it here too. The ZIP file has all the models and code included, the CODE::BLOCKS project file is there too (all can be used freely, with no restritions at all, since all was made by me). Please download it now, since I will have to remove that file from that server as soon as possible. Download: (~13Mb) http://www.angelimoto.com/wp-content/up ... -SHARE.zip
bkeys
Posts: 42
Joined: Sat Feb 27, 2016 9:06 pm

Re: irrBullet 0.2.0

Post by bkeys »

jorgerosa wrote:Great to see irrBullet alive again! Well done! :D
-I dont know if you received my sent URL, as you asked for, so I´ll post it here too. The ZIP file has all the models and code included, the CODE::BLOCKS project file is there too (all can be used freely, with no restritions at all, since all was made by me). Please download it now, since I will have to remove that file from that server as soon as possible. Download: (~13Mb) http://www.angelimoto.com/wp-content/up ... -SHARE.zip
I appreciate your willingness to share, but a friendly critique is man is that some cryptic stuff in there. I am still trying to parse through all of it
- Brigham Keys, Esq.
GameDude
Posts: 498
Joined: Thu May 24, 2007 12:24 am

Re: irrBullet 0.2.0

Post by GameDude »

Amazing! Will this work with Irrlicht 1.8.3? Just read it was made to work with the most recent versions of Irrlicht and Bullet Physics. Kudos.

EDIT: Any chance for a Windows build, like visual studio? I tried building my own irrBullet project in Visual Studio 2015, but keep getting linker errors.
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: irrBullet 0.2.0

Post by The_Glitch »

^^ Yeah I second that I would like to implement some basic physics in my app just never got around as most of the physics wrappers for irrlicht were outdated.
Vectrotek
Competition winner
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Joined: Sat May 02, 2015 5:05 pm

Re: irrBullet 0.2.0

Post by Vectrotek »

This is fantastic! You should be sainted for sharing your code! Good Job!
The_Glitch
Competition winner
Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: irrBullet 0.2.0

Post by The_Glitch »

Does this work for Visual Studio or just Linux.
GameDude
Posts: 498
Joined: Thu May 24, 2007 12:24 am

Re: irrBullet 0.2.0

Post by GameDude »

As far as I know, it is currently only supported under Linux for now, but hopefully soon a Visual Studio project will be made. I tried making one for VS, but I keep getting linker errors.
AReichl
Posts: 268
Joined: Wed Jul 13, 2011 2:34 pm

Re: irrBullet 0.2.0

Post by AReichl »

It would be nice if you also could provide the right Bullet version together with IrrBullet (other projects sometimes provide all external libraries necessary for compiling).
Even better would be to integrate it into the cmake script, so e.g. compiler settings would be consistent.
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