81b078d16f
and build environment. Default is still to build the non-bullet version, to get bullet, configure with '--enable-bullet'. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/trunk/supertuxkart@1282 178a84e3-b1eb-0310-8ba1-8eac791a3b58
30 lines
1.3 KiB
Plaintext
30 lines
1.3 KiB
Plaintext
Preliminary support for the bullet physics engine has been
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added, and bullet itself is part of the STK sources by noq.
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To enable it, use the '--enable-bullet' option in configure,
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that should be all (though up to now only linux and cygwin
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have been tested with the new, integrated bullet version).
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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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- 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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- 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 have been improved, but might need
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additional tuning
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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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