

Dorth wrote:I believe Worms use pixel-precise collision in all their 2d games. Most likely their field in split in sections, worms and object are mask compared to one another and the terrain and voilà.
Loaded mesh: ../../data/box.3ds
Loaded texture: /home/bibi/ode/data/box0.jpg
*** glibc detected *** ./hello: malloc(): memory corruption: 0x08baeae8 ***
Without this it runs fine, but no physics.CIrrOdeGeomBox *bx=reinterpret_cast<CIrrOdeGeomBox *>(smgr->addSceneNode(CIrrOdeSceneNode::nodeNameToC8(IRR_ODE_GEOM_BOX_NAME),Node));
Linux Ubuntu karmic koala (the latest)
g++ 4.4.1
Irrlicht 1.7.1 compiled from source, works fine
libode 2.0.11.4 installed from official repository


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