The bullet plugin should work fine out of the box provided you're
using the right
version of cswinlibs.
Greetings,
On Mon, Aug 18, 2008 at 5:11 PM, Scott Johnson <[EMAIL PROTECTED]> wrote:
> Hm. I've heard the same thing, that ODE is actually the older system.
> However, on windows, I can never
Hm. I've heard the same thing, that ODE is actually the older system.
However, on windows, I can never get the bullet plugin to compile, and
thus disable it when compiling in Visual Studio. I just assumed it was
unstable and still being worked on, but this may not be the case...
~Scott
Thu
Hey,
No I think bullet is now becoming more feature completed and is possible to
use. Before it lacked such basic things as a trimesh collider type.
On Mon, Aug 18, 2008 at 5:48 AM, Tim Shannon <[EMAIL PROTECTED]>wrote:
> A quick google brings up a discussion back in 2006 on the mailing list
> w
A quick google brings up a discussion back in 2006 on the mailing list which
basically states that ODE is the better plugin to go with, because the
bullet one is incomplete. Is this still the case. Bullet seems to be
improving quite a bit lately.
--
Hi,
Well, I don't think it have to be one or the other (and in fact you
can run bullet with ODE as solver, but that gains next to nothing).
What I think is desirable is a proper integration of Bullet to go next
to the ODE one. If it break some application I'd say it is a
combination of thin
Hi!
So do people think bullet is the way to go now? This was discussed some time
ago,
http://sourceforge.net/mailarchive/forum.php?thread_name=200609131746.25050.amir.taaki%40gmail.com&forum_name=crystal-main
http://sourceforge.net/mailarchive/forum.php?forum_name=cel-main&max_rows=25&style=ult
On 13.09.2006 18:46, Amir Taaki wrote:
> Stopping me from using it with CEL. Why is the default physics plugin for CEL
> ODE when bullet is built for games, runs faster, is continuous and doesn't
> suck?
Probably because (a) the bullet plugin is, as you noted, incomplete (b)
ODE is somewhat more
Hi,
For some time now in Ecksdee we have been having problems with 'sinking' when
using the ODE physics system. Not so much on heightmap levels (probably
because the collider meshes are denser) but for genmesh levels, where unless
you travel slowly you will go through collider meshes.
This is