Search found 13 matches
- Sun Aug 22, 2010 7:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Bullet wiki or documentation repo?
- Replies: 67
- Views: 105580
Re: Bullet wiki or documentation repo?
The best ever documentation is also included with Qt SDK. Full documentation in source file else header files are huge and hard to read or find reference quickly. If you add quick doc in header is a lazy documentation... I believe put documentation in .h is a mistake it's better to put in headers bl...
- Sun Aug 22, 2010 7:29 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: How to export physics properties with 3dsMax and COLLADA
- Replies: 14
- Views: 25549
Re: How to export physics properties with 3dsMax and COLLADA
I test Artistic Style. Really good tool!
My configuration is:
My configuration is:
- Sun Aug 22, 2010 7:02 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Request: various code design improvements
- Replies: 3
- Views: 4663
Re: Request: various code design improvements
What about coding style? I read some books like Code Complete and in my job it's really important to have coding style and well documented the source code for APIs. So I want to extend this thread with the creation of a "template" source code that includes doxygen / Qt doc style (the best ...
- Sun Aug 22, 2010 6:52 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btQuickprof.h macro redefinition WIN32_LEAN_AND_MEAN
- Replies: 4
- Views: 4113
Re: btQuickprof.h macro redefinition WIN32_LEAN_AND_MEAN
I sent a patch
Thanks for all,
Alvaro Martin.
Thanks for all,
Alvaro Martin.
- Sun Aug 22, 2010 5:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btQuickprof.h macro redefinition WIN32_LEAN_AND_MEAN
- Replies: 4
- Views: 4113
Re: btQuickprof.h macro redefinition WIN32_LEAN_AND_MEAN
I Will modify the 2 files and attach in the issue wait a moment I can to make more comprehensible this 2 files.
- Sun Aug 22, 2010 4:57 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: How to export physics properties with 3dsMax and COLLADA
- Replies: 14
- Views: 25549
Re: How to export physics properties with 3dsMax and COLLADA
Ok. I have the doc and I know the current state of the plugin. I'm under development of COLLADA viewer. Just rendering models exported with 1 diffuse texture at the moment. I have many things to do yet before to start collaborating with bullet plugin. ASAP I will try to export physic properties with...
- Tue Aug 17, 2010 10:11 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btQuickprof.h macro redefinition WIN32_LEAN_AND_MEAN
- Replies: 4
- Views: 4113
btQuickprof.h macro redefinition WIN32_LEAN_AND_MEAN
btQuickprof.h file at revisión 2171, the last revision at this time. Ok, line 43 have: #if defined(WIN32) || defined(_WIN32) #define USE_WINDOWS_TIMERS #define WIN32_LEAN_AND_MEAN #define NOWINRES #define NOMCX #define NOIME #ifdef _XBOX ... My proposal is to use #undef or #ifndef or nothing . I sai...
- Fri Aug 13, 2010 8:37 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: How to export physics properties with 3dsMax and COLLADA
- Replies: 14
- Views: 25549
Re: How to export physics properties with 3dsMax and COLLADA
I just tested the plugin for 3ds max 2011 but I can't create complex scenes.
I need to practice with PhysX plugin more but I agree to help you with 3ds max plugin with Bullet engine
Where is documentation of PhysX plugin for 3ds max?
Thanks.
I need to practice with PhysX plugin more but I agree to help you with 3ds max plugin with Bullet engine
Where is documentation of PhysX plugin for 3ds max?
Thanks.
- Sat Aug 07, 2010 7:42 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: How to export physics properties with 3dsMax and COLLADA
- Replies: 14
- Views: 25549
Re: How to export physics properties with 3dsMax and COLLADA
So fast Erwin! but I'm in the beach until the next Thursday. I started my holidays yesterday, so when I will have my PC I will check your new binaries. Before that I need to know some things. When you say "It also exports names into the .bullet format.", What is exactly the functionality o...
- Fri Aug 06, 2010 12:59 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: How to export physics properties with 3dsMax and COLLADA
- Replies: 14
- Views: 25549
Re: How to export physics properties with 3dsMax and COLLADA
Ah! OK... just now can export to .bullet! I will compile it for 3ds max 2011 with VS2010 ASAP when I'll finish my COLLADA Run Time.
Thanks so much!
Thanks so much!
- Sun Aug 01, 2010 1:19 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: How to export physics properties with 3dsMax and COLLADA
- Replies: 14
- Views: 25549
Re: How to export physics properties with 3dsMax and COLLADA
Hi Erwin. I'm studying COLLADA 1.5 specs in reference of physics export format, Chapter 6. Additionally I'm adapting the source code of COLLADA RT for my engine, cleaning dependencies, not using CG and so on, clean Crt! with no support of COLLADA FX, only geom and calc Skinning, Morphing, etc. So th...
- Wed Jul 28, 2010 9:51 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: How to export physics properties with 3dsMax and COLLADA
- Replies: 14
- Views: 25549
How to export physics properties with 3dsMax and COLLADA
Hi there! I read many things about COLLADA-DOM, COLLADA Physics and bullet. I have in my game engine implemented bullet and now im trying to do a bullet test with COLLADA for to have complex geom with physics. I read COLLADA demo in bullet is not used any more, I know dynamica plugin for Maya exist ...
- Wed Jul 28, 2010 9:38 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Collision filtering using masking not working properly
- Replies: 4
- Views: 12652
Re: Collision filtering using masking not working properly
Yes, wiki content don't work properly! Try with that: // Collision groups & masks #define BIT(x) (1<<(x)) enum collisiontypes { COL_NOTHING = 0, //< Collide with nothing COL_WALL = BIT(1), //< Collide with walls COL_SPHERE = BIT(2), //< Collide with spheres COL_TRIANGLE = BIT(3), //< Collide wit...