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Steven 2007-11-21 19:30:36 30
Hellow, phyar.
I guess, 'easy of use' is a first key-feature of SPE. And it's really easy to learn and use!
What are you think about 'destroyable physical environment' as a second key-feature of your engine? I have some experience and interest in this area.
Mail me, if you are interested:
dev <at> lss-dev.ru

Matt 2007-11-14 21:52:07 29
Thanks, it's now working. I really appreciate the physics engine and tutorial; helps amateurs like me get a grasp on this stuff.

phyar 2007-11-14 15:23:24 28
I'm using Dev-C/C++ from Bloodshed.

I only tried to compile the include statement for the SPE.h to see if it worked.
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OK, to avoid warning, you can simplely press \"Enter\" several times at the end of the each file, to fix the other problem, you can delete two lines as follow:
//if(size==0)
// error(0);

Thanks.

Matt 2007-11-14 12:18:44 27
I'm using Dev-C/C++ from Bloodshed.

I only tried to compile the include statement for the SPE.h to see if it worked.

phyar 2007-11-14 11:28:58 26
When I try to include the \"SPE.h\" header, I receive about 10 errors, all except 1 are \"[Warning] no newline at end of file\" regarding the other header files.

The other one is SPE_SDK_2.00[1]\\\\include\\\\SPEArray.h In member function `T& SPEArray<T>::pop()':

Help would be greatly appreciated. Thank you.
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What IDE are you using? Can you compile the tutorials in the SDK successfully? I afraid SPE does not support VS 6.0.

Matt 2007-11-14 02:04:29 25
When I try to include the \"SPE.h\" header, I receive about 10 errors, all except 1 are \"[Warning] no newline at end of file\" regarding the other header files.

The other one is SPE_SDK_2.00[1]\\include\\SPEArray.h In member function `T& SPEArray<T>::pop()':

Help would be greatly appreciated. Thank you.

phyar 2007-11-12 13:40:03 24
It'd be really handy if we could query an object's momentum at a point, like the inverse of RigidBody::AddWorldImpulse.

Something like:
SPEVector RigidBody::GetWorldImpulse(SPEVector &pos), or ::GetTensor(void *pmat).

This could be used for calculating collision damage, or buoyancy forces against a boat, or friction against a ray-cast car wheel. Would this be possible in the next release?
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OK, your suggestion is valuable and I'll add some interfaces related to these use in the next release.
Thanks.

Alex McLeod 2007-11-12 12:47:45 23
It'd be really handy if we could query an object's momentum at a point, like the inverse of RigidBody::AddWorldImpulse.

Something like:
SPEVector RigidBody::GetWorldImpulse(SPEVector &pos), or ::GetTensor(void *pmat).

This could be used for calculating collision damage, or buoyancy forces against a boat, or friction against a ray-cast car wheel. Would this be possible in the next release?

phyar 2007-11-08 13:54:40 22
Does SPEWorld::CastRay test against the whole mesh, or is a convex hull used? Collisions are working perfectly with concave meshes, but I'm getting erratic results from SPEWorld::CastRay with concave parts of the same meshes.
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SPEWorld::CastRay was designed to test against the whole mesh, but I recently found a bug with this function, it has been fixed now but you need to wait for the next release. Thanks.

Alex McLeod 2007-11-08 12:39:17 21
Does SPEWorld::CastRay test against the whole mesh, or is a convex hull used? Collisions are working perfectly with concave meshes, but I'm getting erratic results from SPEWorld::CastRay with concave parts of the same meshes.


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