Sorry, when i said compiling i didn't mean that i couldn't get the exe's created from the solution file. The solution works just fine in creating all the libs and exes, i was trying to compile the VehicleDemo from the source (the cpp and h provided) to make sure my VC++ was set up to allow me to work with Bullet.
To do that it helps to specify to VC++ where the directories of include files and lib files are so that you don't have to add the files to every project you do.
I was just trying to set it up so i can actually use Bullet in my own projects and was using the VehicleDemo source to test my settings.
Edit: I finally got the Irrlicht demo to compile with 2.63! Thanks for the help.
I needed to include the release/libs directory as well as C:\Irrlicht\Bullet\bullet-2.63final\src, i'm not sure why i ended up including other directories last time.
I had to alter the code as you'd said Erwin, but you had:
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m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver,collisionConfiguration);
btDiscreteDynamicsWorld doesn't have any constructors that take four arguments, specifically it doesn't take a collisionConfiguration as an argument. I got the code working when i changed that to:
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m_dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,pairCache,constraintSolver);
The Irrlicht demo now compiles with version 1.3.1 of Irrlicht and 2.63 of Bullet. I'll upload it incase anyone needs it in the future.
Edit2: Also worth noting is that there used to be a
considerable slowdown and general bad handling of the added 'compound of 2 small spheres' where the frame rate would drop drastically and/or the shapes would not collide with anything and fall through the world, but with the 1.31 Irrlicht/2.63 Bullet version there is no noticable framerate change and the objects collide as they should (although drop enough and you will see some odd results with them clinging to the chair object'.
File is here