I'm trying to use PhysX for my physics engine. I'd like to use spherical joints, but I'm having trouble with the constraints. All of the examples that I've found refer to SDK v2.8. I'd like to stick with v3.0. Even the PhysX support center uses deprecated APIs. There's a tutorial at the support center (Ch 4 - Grass) that I'm trying to imitate. Converting that code to the current API has been problematic. NxSphericalJointDesc is deprecated. How do you specify equivalent constraints to those found in the tutorial?
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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
, but at this point I'm thinking HTTP and leveraging either SSL or WS-Security to ensure the encryption of data over the wire. I'd like to avoid middle-man attacks if possible so I'm leaning towards WS-Security even though I know it costs more in terms of overhead. On the service side, I'd like to use an authentication framework such as Apache Shiro to authenticate users against a MySQL database. I'm not sure... leverage it. My client is going to be written in C++ and I can use whatever language makes it easiest (I'm leaning towards Java) to make it happen on the server side. I plan on adding support for users
I'm working on a 3d music visualizer using Ogre3d, basically it's a spectrum analizer, a lot like the old xmms plugin: http://www.youtube.com/watch?v=_6NKBiwYN24 It works well, the bars are drawn... display the framerate overlay from Ogre samples. Would limiting the framerate help ? The crashes are seemingly random. Is it a performance issue ? Please help me out, I'm quite lost on this one, I also posted on Ogre3d forums but I received no responses. http://www.ogre3d.org/forums/viewtopic.php?f=2&t=63207 I also tried stackoverflow: https://stackoverflow.com/questions/5050147/how
implementation give me results, i.e I'm able to find a path in my map, but I'm not sure I'm using an optimal solution. For the AdjacentCost method : I just take the distance between sector's centers as the cost. I think a better solution should be to use the portal between the two sectors, compute its center, and then the cost should be : distance( sector A center, portal center ) + distance ( sector B center, portal center ). I'm pretty sure the approximation I'm using with just sector's center is enough for most cases, but maybe with thin and long sectors that are perpendicular
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
I am trying to get more experienced with Ogre 3D and I am following the basic tutorials on the website. All the code samples compile just fine. The first time I encountered an "error" was in Basic Tutorial 3. The code line where Visual Studio says something is not right is mTerrainGroup = OGRE_NEW Ogre::TerrainGroup(mSceneMgr, Ogre::Terrain::ALIGN_X_Z, 513, 12000.0f); Visual Studio compiles... the argument list" or if I mouse hover over Ogre::TerrainGlobalOptions() it says "Error: expected a type specifier I searched on Google but couldn't find my answer. I got about a year C++ experience
I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG... support in a 2D C++ library while minimizing dependencies as much as possible (preferably avoiding Qt altogether)?
Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on libraries that insist on specializing on one part of what makes a game (like Ogre does for graphics, and OpenSteer does for steering), rather than engines/libraries that try to feature a lot of different features. 3D Graphics: OGRE3D http://www.ogre3d.org/ Irrlicht http://irrlicht.sourceforge.net/ Sound: IrrKlang http://www.ambiera.com/irrklang/ Found this: http://wiki.gamedev.net
I have a question about loading 3ds using this tutorial. I want to use more than one texture on the model (because here all the models have more than one) but it seems that this library can't do that. Do you know any other alternatives or a way to edit this existing library to reach my aim?