blender/extern/bullet2
Benoit Bolsee dfc19a1ff7 BGE patch #28476: Character object physics type
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This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00
..
patches Make blender compilable by gcc-4.7 and strict compilation flags: 2012-05-14 13:31:38 +00:00
src BGE patch #28476: Character object physics type 2012-05-28 21:36:29 +00:00
CMakeLists.txt BGE patch #28476: Character object physics type 2012-05-28 21:36:29 +00:00
readme.txt Make blender compilable by gcc-4.7 and strict compilation flags: 2012-05-14 13:31:38 +00:00

***
Apply bullet_compound_raycast.patch if not already applied in Bullet source
This patch is needed to return correct raycast results on compound shape.
/ben


*** These files in extern/bullet2 are NOT part of the Blender build yet ***

This is the new refactored version of Bullet physics library version 2.x

Soon this will replace the old Bullet version in extern/bullet.
First the integration in Blender Game Engine needs to be updated.
Once that is done all build systems can be updated to use/build extern/bullet2 files.

Questions? mail blender at erwincoumans.com, or check the bf-blender mailing list.
Thanks,
Erwin

Apply patches/make_id.patch to prevent duplicated define of MAKE_ID macro in blender
side and bullet side.
Sergey