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Bullet physics tutorial
2 posters
Bullet physics tutorial
Bullet physics tutorial1- Examples and installation
Bullet physics is a 3D physics engine, this is exactly what you need, if you want to make your game more dynamic and real.In
this video I show some of the programs (really that's just the
begginning), I have created with this library, and also show you, how
can you install this library in 2 way (for Windows (Code::Blocks) and
Linux (with cmake)) Here is an example, to try if it was properly installed or not:
[You must be registered and logged in to see this link.]
Bullet physics tutorial2
Bullet physics is a 3D physics engine, this is exactly what you need, if you want to make your game more dynamic and real. In
this video I will set up the main program, it's not too interesting by
itself, but all of the later tutorial will build on this.
[You must be registered and logged in to see this link.]
To download and more details
[You must be registered and logged in to see this link.]
In this tutorial we add some more shapes, with these 4 rigid bodies, we
can do very nice demonstrations later on, after this part, I will not
really touch OpenGL (just a little for soft bodies) so I'll only write
Bulletphysics and C code. Project is the same, so I only put the
changed (opengl.cpp) file here, just replace it with your current
opengl
Bullet physics tutorial3 - Adding more shapes (cylinder,box,cone)
[You must be registered and logged in to see this link.]
Bullet physics tutorial 4 - collision callback, userPointer
In this tutorial we add collision-callback, so you know, whenever 2
shapes are colliding, also we use the userPointer in the
btCollisionObject, to do interesting stuff with the objects which are
colliding. Project is the same, so I only put the changed (opengl.cpp)
file here, just replace it with your current opengl.cpp:
[You must be registered and logged in to see this link.]
Bullet physics tutorial 5 - raytracing
[You must be registered and logged in to see this link.]
Bullet physics tutorial 6 - Basics of softbodies
this video I will talk about how can you create a simple soft body,
soft-bodies have lot's of options, Ill not go through most of it, but I
show you the basics, if you're interested more about this stuff, then go
to the manual and the header file, and most importantly experiment with
it. Altough soft bodies are pretty cool looking, I'll not (plan) to use
them in any other tutorial, so if you sip this (for some reason), you
will still be able to follow along.
Project is the same
[You must be registered and logged in to see this link.]
Bullet physics is a 3D physics engine, this is exactly what you need, if you want to make your game more dynamic and real.In
this video I show some of the programs (really that's just the
begginning), I have created with this library, and also show you, how
can you install this library in 2 way (for Windows (Code::Blocks) and
Linux (with cmake)) Here is an example, to try if it was properly installed or not:
[You must be registered and logged in to see this link.]
Bullet physics tutorial2
Bullet physics is a 3D physics engine, this is exactly what you need, if you want to make your game more dynamic and real. In
this video I will set up the main program, it's not too interesting by
itself, but all of the later tutorial will build on this.
[You must be registered and logged in to see this link.]
To download and more details
[You must be registered and logged in to see this link.]
In this tutorial we add some more shapes, with these 4 rigid bodies, we
can do very nice demonstrations later on, after this part, I will not
really touch OpenGL (just a little for soft bodies) so I'll only write
Bulletphysics and C code. Project is the same, so I only put the
changed (opengl.cpp) file here, just replace it with your current
opengl
Bullet physics tutorial3 - Adding more shapes (cylinder,box,cone)
[You must be registered and logged in to see this link.]
Bullet physics tutorial 4 - collision callback, userPointer
In this tutorial we add collision-callback, so you know, whenever 2
shapes are colliding, also we use the userPointer in the
btCollisionObject, to do interesting stuff with the objects which are
colliding. Project is the same, so I only put the changed (opengl.cpp)
file here, just replace it with your current opengl.cpp:
[You must be registered and logged in to see this link.]
Bullet physics tutorial 5 - raytracing
[You must be registered and logged in to see this link.]
Bullet physics tutorial 6 - Basics of softbodies
this video I will talk about how can you create a simple soft body,
soft-bodies have lot's of options, Ill not go through most of it, but I
show you the basics, if you're interested more about this stuff, then go
to the manual and the header file, and most importantly experiment with
it. Altough soft bodies are pretty cool looking, I'll not (plan) to use
them in any other tutorial, so if you sip this (for some reason), you
will still be able to follow along.
Project is the same
[You must be registered and logged in to see this link.]
Malamaram chakkappan- Hall of fame
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Re: Bullet physics tutorial
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raman- Legend of VHSE
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