2007-05-27 12:01:53 -04:00
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Preliminary support for the bullet physics engine has been
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added. To enable it (assume that 'STK' is the supertuxkart root
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directory):
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2007-11-03 09:13:26 -04:00
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1) Uncompress a recent version of bullet (tested with 2.63)
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in STK/src/bullet
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2.63 is the latest version, earlier versions will not
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work due to changes in the bullet API.
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NOTE: The location of bullet was changed, before it was in
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STK/bullet, now it's in STK/src/bullet.
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2) Compile bullet (follow the instructions in STK/src/bullet/INSTALL)
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3) Run STK configure with:
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2007-05-27 12:01:53 -04:00
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./configure --enable-bullet
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4) make
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For now mainly the race track works as expected, all tracks
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can be played (though the performance in some tracks is somewhat
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bad at the moment). Most important bugs:
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2007-11-03 09:13:26 -04:00
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- not all collectable work
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(zippers don't work, homing missiles don't go to the target,
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sparks won't fly as expected either), but collision with
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karts work.
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2007-05-27 12:01:53 -04:00
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- no proper friction handling, so no skidding
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(though skidding potentially works - if the friction is
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set correctly).
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2007-11-03 09:13:26 -04:00
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- physics parameters have been improved, but might need
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additional tuning
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2007-05-27 12:01:53 -04:00
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- rescuing an upside-down kart will return the kart to the middle
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of the track (waypoints) - the kart should be returned to where
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it ended, just with a proper orientation.
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- if a kart is upside down, it will actually hang under the
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track.
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- tuxtrack is using real rigid bodies for the roadcone and roadblock,
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so they are pushed around when hit by a kart. Currently, the
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start orientation is not used, so the heading of the objects
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is currently wrong.
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Furthermore, the cones currently don't stop rolling around.
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