heh, just came across this. I'm curious how you went about your integration. I used OgreMax to export a .scene and then I wrote my own parser to convert that into my own format to match up with the bodies that are loaded in a hkpPhysicsSystem.
I don't actually know. I picked some random one from YouTube's AudioSwap that was pretty quiet. I wanted to remove audio altogether but couldn't see any way to do that.
heh, just came across this. I'm curious how you went about your integration. I used OgreMax to export a .scene and then I wrote my own parser to convert that into my own format to match up with the bodies that are loaded in a hkpPhysicsSystem.
dzeligman 2 years ago
I just used Ogre entity names and Havok Physics rigid body names and that was sufficient for what I was doing.
TheToast 2 years ago
I don't actually know. I picked some random one from YouTube's AudioSwap that was pretty quiet. I wanted to remove audio altogether but couldn't see any way to do that.
TheToast 2 years ago