7a6d165641
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1118 178a84e3-b1eb-0310-8ba1-8eac791a3b58
34 lines
1.4 KiB
Plaintext
34 lines
1.4 KiB
Plaintext
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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1) Decompress version r528 of bullet in STK/trunk/bullet
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(the API of bullet is changing, and STK hasn't been updated
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to use a recent bullet version yet. So new bullet versions
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will most likely not compile and/or not work).
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2) Compile bullet (follow the instructions in STK/trunk/bullet/INSTALL)
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3) Run configure with:
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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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- collectable don't work
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(well, you can fire a rocket, but hitting a kart won't do
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much, zipper, don't do anything, ...)
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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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- physics parameters are not tuned
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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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