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Codesnippets => Inline / 3rd party => Topic started by: backslider on 2012-Mar-01

Title: BulletPhysics Library
Post by: backslider on 2012-Mar-01
Hi guys,

this is the first version of the bullet physics wrapper for GLBasic.
At the moment it is win only. But in the future it will be multiplatform, I hope! :)

If you like and use it, it woul be nice if you could mention me in the credits.  :booze:

In the attachment are the latest library, the glbasic functions and a demo project.
Download it, open the gbap and press F5! :)

Hope you like it!

Cheers

The current stable features of the library are:

[attachment deleted by admin]
Title: Re: BulletPhysics Library
Post by: Crivens on 2012-Mar-01
Nice! Will have to have a look at this. Curse stupid updates I have to do to last project! Hopefully will get some time on the weekend...

Is the "hope" for multiplatform (I think we can safely say iOS would be the big one although Android/WebOS would be sweet too) for the speed of it, or do you think it just might not be possible with your implementation?

Cheers
Title: Re: BulletPhysics Library
Post by: backslider on 2012-Mar-01
The "hope" is for speed AND the implementation...
But it should work!

I will test it and then I can say more about it!
Title: Re: BulletPhysics Library
Post by: Crivens on 2012-Mar-01
Cool. Well hopefully so then. Seriously IMHO is best thing to upgrade GLB in a while. We will need to get you a statue or something :)

Cheers
Title: Re: BulletPhysics Library
Post by: Nathan on 2012-Mar-01
I agree, really good work here.

 :booze: :booze:
Title: Re: BulletPhysics Library
Post by: backslider on 2012-Mar-02
Could sb. try to compile the code for ios and link the .a to the xcode project?
It COULD work... ;)

Please tell me, if it works or not! :)

cheers
Title: Re: BulletPhysics Library
Post by: ampos on 2012-Mar-02
Could sb. try to compile the code for ios and link the .a to the xcode project?
It COULD work... ;)

Please tell me, if it works or not! :)

cheers

I have try with no luck. My limited kowledge dont know what "to link the .a to the xcode project" is. Anyway, I try iphone->add->existing files-> and choose the .a file, that now is show at the xcode window (with some other .a files and info.plist and other projhect files) but no luck, I got the same errors

Quote
ld: warning: in /Volumes/Proyectos/bullet_physics_cpp/distribute/iPhone/XCode/libGLBbulletPhysics.a, file was built for unsupported file format which is not the architecture being linked (armv6)

  "_btCreateStaticPlane", referenced from:
      __GLBASIC__::__MainGameSub_()       in libPROGRAM.a(gpc_temp0.o)
  "_btStepSimulation", referenced from:
      __GLBASIC__::__MainGameSub_()       in libPROGRAM.a(gpc_temp0.o)
  "_btCreateBox", referenced from:
      __GLBASIC__::__MainGameSub_()       in libPROGRAM.a(gpc_temp0.o)
(and a ton of this)

Title: Re: BulletPhysics Library
Post by: mentalthink on 2012-Mar-09
Hi for android compile, but in my Archos don´t works... the device teel me and error, but in GlBasic compile succesfully, I only touch this...

I put the .a file of your code into the Compile folder, the same like when using box2d... perhpas a little push make works in android whit out great effort...
Title: Re: BulletPhysics Library
Post by: bigsofty on 2012-Mar-09
Small question, does it need to use T3DEntity? I actually use my own Entity type of system, so integrating a second one, for physics, could be a bit messy for me personally?

BTW how is performance on Android/iOS any tests yet?
Title: Re: BulletPhysics Library
Post by: kanonet on 2012-Mar-10
It perfectly works without The T3DEntity. And i agree, its a waste of CPU power to calculate everything 2 times.

I wrote about this and how to do it here: http://www.glbasic.com/forum/index.php?topic=7740.msg64432#msg64432
Title: Re: BulletPhysics Library
Post by: trucidare on 2012-Mar-10
you cant use the static library from windows for arm platforms. u need a compiled lib made with a compiler targeting the iphone armv6 / v7 platform to link without errors. Same for android and linux.
Title: Re: BulletPhysics Library
Post by: backslider on 2012-Mar-12
Small question, does it need to use T3DEntity? I actually use my own Entity type of system, so integrating a second one, for physics, could be a bit messy for me personally?

BTW how is performance on Android/iOS any tests yet?
No, you don't need the ES from Gernot! ;)
The bulletphyiscs lib is "standalone".

At the moment I only have compiled the lib for Windows.

cheers
Title: Re: BulletPhysics Library
Post by: mentalthink on 2012-Mar-19
BackSlider, please don´t leave out this project.. I think have physics in 3D will be a great leap in 3D Glbasic... have physics in 3D can offer a very interesting about thinking in new games... I don´t sure how it´s complicated to port to android and the other platforms... but can be how i told you very very interesting...

Title: Re: BulletPhysics Library
Post by: backslider on 2012-Mar-20
This project is active! ;) Don't worry!

At the moment I'm trying to compile the engine without a static lib (only from source) but it isn't that easy. ;)
Please be patient.

Cheers
Title: Re: BulletPhysics Library
Post by: bigsofty on 2012-Mar-20
That's good to know!  :)
Title: Re: BulletPhysics Library
Post by: Schranz0r on 2013-Apr-01
Any updates?!
Title: Re: BulletPhysics Library
Post by: backslider on 2013-Apr-02
Nope, not yet.
Sorry.

But I think, I will build a wrapper with the latest version of bullet and put in some cool things like joints etc.
Maybe there will be a version in the next days. ;)

The main difference to the current wrapper will be, that the wrapper logic will be written in a gbas file.
So the community can extend it easily like in the box2d wrapper.

Cheers
Title: Re: BulletPhysics Library
Post by: Schranz0r on 2013-Apr-02
OK so maybe i wait for it. I started a NewtonSDK + EntitySystem fusion ^^
Working great so far, but pivots drive me crazy...

If you need some help, just send me a quick msg  :)