The problem is that I'm trying to use my meshes with Bullet Physics for the collision part of my game.
When I attempted doing this method with my GLM(model loading library by nate robins) model, I get a segmentation fault in the debug, so I figured that it doesnt like the coordinate variables of the model.
If i use blender to export my model as a collision file, what type of file should I use?
I have heard of a .bullet exporter, but i dont know hot to integrate this python script into my Blender 2.5 program.
If it's segfaulting there's a bug in the library. Open a bug report and send them a reproducible test case.
I'm creating an FPS game. I'm writing my own game engine. So far all the backend stuff is going great. I'd like to support md2 as the native file format for 3D Objects, but I also want to use skeletal meshes. Does anyone know if the md2 file format supports skeletal meshes? In-case you need to know, I'm going to use blender as my Mesh creation tool and C++ as my programming language... Thanks For got to mention, the engine is based on OpenGL... Alright, for anyone who is reading this, I just found the Doom 3 md5 specifications (http://tfc.duke.free.fr/coding/md5-specs-en.html). It gives
, that would be nice) Networking(a way to connect multiple clients to a server/database) and Physics(Ive worked with Bullet Physics, but I cant find a model setup that would fit with said physics..., so I planned to start over. The libraries that I have used are SFML, OpenGL, and Bullet Physics, along with GLM to load the models. But the problem is that the 3D graphics arent working.... The libraries that I would need are ones that fit the criteria of making a simple 3d game(online): 3D Graphics(including a model loader of some sort(if it works with blender that would be even
positions Normals UVs Texturing information Animation information Collision mesh Maybe some other things... I am aware, that I could and (maybe should) create my own file format that brings these data from..., that will let me import 3d meshes into my game, ready to use? The solution/middleware should be: easy to use easy to port efficient not consuming too much memory with unnecessary things containing all the above mentioned features plus things I haven't considered yet Programming language is: C++. Currently, I'm developing under Windows 7, Visual Studio 2010, and OpenGL ES 2.0 emulator. Later
I am using Bullet Physics v2.78. And Im trying to build this library to be used for ogrebullet. The main problem is that Im getting errors trying to find the Bullet Directory. Im wondering if maybe my environment variables are setup wrong. I am using Windows Vista 32 bit, and here are my Environment variables: BULLET_ROOT: C:\BulletPhys BULLET_INCLUDE_DIR: C:\BulletPhys\src as other information I am trying to build these libraries in cMake. Bullet physics builds perfectly, but ogrebullet cant find the libraries needed to configure(Dynamics, Collision, LinearMath, etc.) So my question
Right now im working on my c++ game, and im having alot of trouble using GLM and Bullet Physics to create my world correctly. The main problem is that when i export my physics with Blenderv2.57, and export my models for GLM, the models never line up with the physics correctly... Im wondering if there are any model loaders that would be good to use with Bullet Physics, and I can export the vertices,texture coords, etc. from Blender to be loaded and used as btTriangleMeshes.. I managed to make a btBvhTriangleMesh with my GLM model, but I think its falling, or my character is not picking
After careful consideration to use middleware, I have decided on creating my own 3d file format format to export meshes from 3D authoring application (Softimage) into my game. I will need to export... of wasting it on incorrect approaches. I use Softimage as my 3D authoring tool. Target platform is OpenGL ES 2.0 running on mobile devices (iOS, Android). Programming language: C++. ... intelligence, aggressivity, etc..) ..another assets.. Can I kindly ask for a hint, how to construct my custom file format. How to organize data within my files, please? Does anoybody have a good adivce
I have created a model in Blender. Now i want to read that 3D model in my c++ program. I figured that a model can be exported to various file formats e.g. .obj, .3ds or COLLADA and then can be read... which I don't want to use in my program. And the remaining tutorials use md2 which is not supported by Blender. So can anyone guide me which file format to use for exporting 3D model and how to load that in my OpenGL program? Also how can I animate that model? Is it possible to add extra effects like tone mapping after it has been loaded in the c++ program using OpenGL? if yes then how? P.S. I am
) and when? How does collision detection work (is there some kind of collision world/collection)? Can i handle collision detection on my own or does bullet take care of this as well? Thanks...i'm developing a android project for school and i'm currently using libgdx for rendering. It performs quite well, but it lacks a 3d physics library. So i searched and found that Bullet physics engine was ported to android through NDK (c++). Did anyone try to connect this two libs together? I've never used a physics engine/library before (i've mainly developed 2d games so i've made one my self
or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics...hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful