Search found 5 matches

by 537df819fc3266fe
Tue Nov 27, 2012 5:22 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: PhysX Bullet plugin for Max 2012?
Replies: 6
Views: 17222

Re: PhysX Bullet plugin for Max 2012?

Sent you a PM with an email address! thanks very much.
by 537df819fc3266fe
Mon Nov 19, 2012 1:50 pm
Forum: Physics authoring tools, serialization, standards and related topics
Topic: PhysX Bullet plugin for Max 2012?
Replies: 6
Views: 17222

Re: PhysX Bullet plugin for Max 2012?

I'm a developer with a basic grasp on Max, but can't use Maya. I wasn't able to build the plugin for Max (2012 x64) myself, would you mind sharing your binaries?
by 537df819fc3266fe
Mon Nov 19, 2012 1:48 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problems Linking, in Visual Studio 2012
Replies: 3
Views: 6464

Re: Problems Linking, in Visual Studio 2012

I'll be honest, I posted on StackOverflow and got the answer there, thought I'd at least post the answer here. I'm still terrified that changing the runtime is going to break one of the other libraries I'm using, but for now, it seems ok.
by 537df819fc3266fe
Sun Nov 18, 2012 9:53 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problems Linking, in Visual Studio 2012
Replies: 3
Views: 6464

Re: Problems Linking, in Visual Studio 2012

So the hint was in the error (surprisingly)
I needed to use the static runtime for my project.
In the preferences pane, go to C/C++, then Code Generation, and change Runtime Library to Multi-Threaded (/MT)
Fixed it for me.
by 537df819fc3266fe
Sun Nov 18, 2012 4:51 pm
Forum: General Bullet Physics Support and Feedback
Topic: Problems Linking, in Visual Studio 2012
Replies: 3
Views: 6464

Problems Linking, in Visual Studio 2012

Hi. I've successfully compiled Bullet 2.81, and can run the demos. When trying to link the libraries in my own, I'm getting errors. I've reduced the code to: #include "btBulletDynamicsCommon.h" int main(int argc, char** argv) { btBoxShape* box = new btBoxShape(btVector3(1, 1, 1)); return 0...