OgrePhysX - added destruction + Demo

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
Shtuka
Greenskin
Posts: 146
Joined: Mon Jan 10, 2011 7:39 pm

Re: OgrePhysX - added destruction + Demo

Post by Shtuka » Tue Jun 18, 2013 5:43 pm

BTW: Here is a little Raptor clone http://www.youtube.com/watch?v=961EVspCiOY written by me using OGRE+OgrePhysX.
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nickG
Greenskin
Posts: 122
Joined: Fri Jan 20, 2012 6:44 pm
Location: Russia,Moscow

Re: OgrePhysX - added destruction + Demo

Post by nickG » Tue Oct 08, 2013 10:10 pm

somebody tried fix ragdoll?
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Emperor2k3
Gnoblar
Posts: 2
Joined: Wed Oct 08, 2014 1:37 pm

Re: OgrePhysX - added destruction + Demo

Post by Emperor2k3 » Wed Oct 08, 2014 2:07 pm

I extended OgrePhysX to support batched geometry. This allows me to produce plenty of destructible objects at the same time. I already requested a pull request to Shtuka.
Here the link to my fork and changes on bitbucket:
https://bitbucket.org/Emperor2k3/ogrephysx/

I would appreciate each bug report regarding the batching feature!
Regards!
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Emperor2k3
Gnoblar
Posts: 2
Joined: Wed Oct 08, 2014 1:37 pm

Re: OgrePhysX - added destruction + Demo

Post by Emperor2k3 » Wed Oct 08, 2014 2:09 pm

nickG wrote:somebody tried fix ragdoll?
I would try because i am also interested in that stuff. Do you have any proper sample mesh with bones which i can use for testing?
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