A light-weight Bullet Physics wrapper for the irrlicht graphics engine
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Otto Naderer 41d9752cc1 fixed deletion of unused constraints 7 years ago
doc removed compiled doxy 8 years ago
include added torque handling 8 years ago
prj inital commit of the physics singleton 8 years ago
src fixed deletion of unused constraints 7 years ago
.gitignore Initial commit 8 years ago
LICENSE changed license to zlib 8 years ago
Makefile changed license to zlib 8 years ago
README.md changed license to zlib 8 years ago
irrdynamics.make modified lib naming 8 years ago
premake4.lua modified lib naming 8 years ago

README.md

irrdynamics

A light-weight Bullet Physics wrapper for the irrlicht graphics engine. Currently irrdynamics is very basic, it features basic shape handling, allows to define constraints between them and does the physics sim stepping for you. Oh, and most notably: It handles terrain correctly.

Layout

irrdynamics is laid out as a singleton that can be fed with irrlicht's ISceneNodes. It does all the physics handling abstracted from the application programmer who doesn't need to know a thing about bullet's data types. Hence irrdynamics targets newbies and those coders, who need fast and simple physics support for their game.

Installation

There is a CodeBlocks project in the "prj" folder plus a premake4 script and a Makefile in the base dir. They all support Linux for now, should be fairly straightforward to create a MSVC project for it. If you do so, please leave a note at https://github.com/ottona/irrdynamics

License

irrdynamics has recently been released under the zlib license as according to irrlicht's and bullet's one. So you can basically do anything (well, most things) with it. Oh, and if you can: CONTRIBUTE! :)

Have fun, Otto "polylux" Naderer