BulletPhysics for GLBasic... first preview! :)

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Crivens

Obviously completely guessing here (but hey when in unknown territory might as well go for the max :happy: ), but is it possible to use the thread capability that Gernot brought up again in another thread (arf!) to make things faster? I mean putting all the physics logic behind the scenes onto another thread *should* help things out on a multi-core device right? Ok so might even make it slower on single-core devices, but practically nothing is these days really.

Cheers 
Current fave quote: Cause you like musicians and I like people with boobs.

aroldo

Backslider this is very cool.
Can't wait to see the iOS and WebOS versions.

I made a video of your Windows demo and posted on You Tube.
I hope you don't mind!

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backslider

Yeah cool, a video! :)
Very nice, thanks.

backslider

Ok guys,

I uploaded a new version of the demo in the first post.
Now the boxes have more friction you can rotate the cam with the mouse and the world has shadows... Much nicer now! :)

Next version in a few days I hope!

cheers and have a nice evening

erico

damn it, now I have to go put my pants on the washing machine... ;)
Really great! It runs incredibly fast here.

mentalthink

When has posted this ?¿... backslider your a crack...  :nw: :nw: :nw:

It´s simply awesoming , and well another great leap in 3D in Glbasic... :blink:

Slydog

 :nw:  Sooo cool!

How did you do your shadows?
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

aroldo

[a http://apd-games.com/][img http://apd-games.com/images/APDGames135.png][/a]
MacBook Pro OS X El Capitan
XCode Version 7
iPhone 6 running  iOS 9
iPad Mini running  iOS 7.1
Galaxy S5
Dell Latitude Windows 8 Enterprise
Palm Pre, Palm Pre2

backslider

Quote:nw:  Sooo cool!
How did you do your shadows?

Very easy... For everything in 3D in GLBasic I use the EntitySystem. And there you can use the function
Code (glbasic) Select
EntityEnableShadow(entity, TRUE) or sth. like that...

With the EntitySystem and the BulletPhysics lib you will have a really nice Engine for professional 3D games! :)

Today after work I will extend some functions and maybe I will upload a first demo project (the cubes in the first post), where you can see how the wrapper works and how you can use it with the EntitySystem.

backslider

Ok guys,

I uploaded the first version of the bullet physics engine code for glbasic and the demo project.
Hope you like it! :)

You can find the stuff here...
http://www.glbasic.com/forum/index.php?topic=7757.0

Show your physics! :D

cheers

Slydog

Thanks again!

I didn't know the Entity System had shadows! 
I'll have to check that out, and see how it does it.
Too late to convert my code now, as I'm using my own system.

QuoteWith the EntitySystem and the BulletPhysics lib you will have a really nice Engine for professional 3D games! :)

Or better, build the BulletPhysics INTO the EntitySystem!
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

Crivens

#26
QuoteOr better, build the BulletPhysics INTO the EntitySystem!
Ooh, did anyone else get a bit of a shiver down their spine then? :) Heh, possibly after getting it on a mobile device?... But yeah would be amazing to be all built into the 3DES. And possibly on a different thread (although difficult to update objects if GL objects can't be touched on a different thread. Possibly update all physics and then 3DES updates the objects on the main thread)?...

Cheers
Current fave quote: Cause you like musicians and I like people with boobs.

backslider

At the moment putting the ES and Bullet together isn't a good idea, because Bullet isn't multiplatform, yet. ;)

Slydog

Oh, yeah, I forgot about physics libraries, they generally want a fixed frame rate right?  (deterministic?)
In Unity3D, they have two callback functions, one to handle the current frame, and one to handle your physics updates.  (At least this was in Unity 2)
My current project (WIP) :: TwistedMaze <<  [Updated: 2015-11-25]

backslider

Huh?

Bullet updates in the while loop like glbasic...