Added: 3 years ago
From: tacit2367
Views: 4,605
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  • I havent used bullet but I appreciate how hard Irrlicht is to use and especially how hard it is to integrate a physics and rendering engine together. Impressive work. Well done.

  • @rodentwizard Thank you very much indeed! :D

  • nice one. its a year ago when you uploaded this, but do you remember how you linked the motionstate of the objects to the meshes?

  • Thank you! :)

    The btCollisionObject class of the Bullet Physics engine has a function "void setUserPointer (void *userPtr)", which allows you to link your Meshes to your Bullet representation of them. When you go through the list of your collision objects, you can just cast the user pointer to your mesh type and apply the collision object's motion state's transformations to it.

  • So in your case the "mesh type" is an scenegraph node of the Irrlicht engine, right?

  • I can't remember what it was called in Irrlicht (I've moved to Ogre :) ), but its the class that lets you apply orientation, scale and position of the mesh to. :3

  • Ok. So why did you move to Ogre? I mean what was not possible to do using Irrlicht but was possible with Ogre? I love to read all those Ogre vs. Irrlicht threads around, so your opinion as someone who has used both would interest me ;)

  • Actually I tried Ogre before I tried Irrlicht. It was hard to learn the basics of Ogre, so I looked for something easier and Irrlicht is extremely easy to get going with. Irrlicht reached its limits fairly quickly though especially in regard to filetypes (my models looked messed up :) ). So I went back to Ogre and noticed that after learning the Irrlicht basics it was significantly easier to start work with Ogre. I find Ogre to be more sophisticated and it feels more complete in its features.

  • @tacit2367 I had the same doubts about Irrlicht vs. Ogre, but finally I choose Irrlicht, didn't tried Ogre yet. I guess I'm still on a beginner level.

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