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bullet 2.78 project files for Torque3D available here

by deepscratch · in Torque 3D Professional · 10/07/2011 (4:10 am) · 12 replies

MarkupLite has issue with spaces in the url.

http://torque.abigholeintheweb.com/public_system/useruploads/Torque 3D Pro 1.1- bullet 2.78 files.zip

those are the files,
should drop straight in.
will work for default build and GMK build.
remember to add the project to your solution.

#1
10/07/2011 (5:48 am)
Deepscratch ! You are the boss.
Tonigth I will try it and I will post.
Thanks !
#2
10/07/2011 (7:03 am)
Thanks - I was going to look that up when I got in this morning. You da man, deepscratch!
#3
10/07/2011 (7:42 am)
Hows the vehicle system coming along scratch?
#4
10/07/2011 (7:52 am)
Oh,what a relief :)
very much thank you.

it was my first try after buying t3d.but never was able to figure it out.although i have spend a lot of time to understand how includemodule() works.but still is with zero knowledge about this php function.
#5
10/07/2011 (10:10 am)
It seems,bullet has activated into my project.because,"no physics plugin found" has gone from console.log.

But it always crashes when i exit from a mission.
And for some model collison is not working.although all have same collison type(collison mesh).
For example,player goes through vehicle.so can not mount on vehicles.need to test more(always wanted that).i will test more tomorrow.
#6
10/07/2011 (10:45 am)
@John,
vehicle system is done, codewise, some tweaking of scripts to do, then assembling it all into a release ;) soon soon.

@Ahsan,
Vehicle collision has always been an issue, physics wise, the vehicle kit adresses this, and corrects it too.

as a BTW, the kit is "universal" you can use either bullet physics, or physx physics, or rigid physics(default), selectable at game start.

I really need to do a blog on it, but have no clue where to start.
#7
10/08/2011 (3:42 am)
Ok. All is working but .... how can create in a Default Full Project with Bullet 2.78 create a physic box in this project?

Thanks
#8
11/23/2011 (1:28 pm)
forgot to mention.. 2.79 is out :)
I did plop them in as a test at one point, didn't seem to cause a problem,
but I forgot I was still set for Physx, but they do compile :)
#9
11/23/2011 (4:58 pm)
Does this work for 1.2?
Also, how does it handle networking? I remember in the past some of the physics libraries were difficult to network.
#10
11/23/2011 (5:30 pm)
havent fully tested with 1.2 yet, but it does compile in. (2.78), will test
out 2.79 later. Havent fully tested the physics either.
#11
11/24/2011 (7:02 am)
Since I've been playing around with the Torque's project generator here lately I'll look into creating a small tutorial/HOWTO on using the existing Bullet module sometime this weekend to automate the project file generation so that way it'll create project files for VS2005, VS2008, VS2010, and I think XCode project generation is still working too. That should make things a lot easier for everybody. :)
#12
11/24/2011 (9:01 am)
@Nathan, just use the config files...
they do the project generation for you already.

<?php

// Set this true to enable hifi networking instead of standard.
// In general ... hifi is designed to better deal with fast
// moving players in close proximity to each other, such as
// a racing game.
$TORQUE_HIFI_NET = false;

// Configure Torque 3D
Torque3D::beginConfig( "win32", "Drive" );

    // Include Web Deployment module
    includeModule( 'webDeploy' );
    
    // We support both bullet and physx in this demo.
    includeModule( 'bullet' );
    includeModule( 'physx' );
        
    // Enable for optional minidump debugging support
    // addProjectDefine( 'TORQUE_MINIDUMP' );
        
Torque3D::endConfig();

?>