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Original file line number | Diff line number | Diff line change |
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@@ -1,15 +1,32 @@ | ||
ZgeBullet Demo Project #1 | ||
========================= | ||
|
||
This is a ZGameEditor project file which demonstrates the basic possibilities of the ZgeBullet library and shows its usage. In particular, you can see how to create 3D physical world, define collision shapes, place rigid bodies to a physical world, bind graphical objects to their rigid bodies, step simulation time, and update properties of objects by discrete simulation. | ||
This is a ZGameEditor project file which demonstrates the basic possibilities of | ||
the ZgeBullet library and shows its usage. In particular, you can see how to | ||
create 3D physical world, define collision shapes, place rigid bodies to a | ||
physical world, bind graphical objects to their rigid bodies, step simulation | ||
time, and update properties of objects by discrete simulation. | ||
|
||
The demo uses a generic framework of creating 3D objects, specification their properties, and placing them to a world. Users are, therefore, allowed to easily define their own object formations and to modify or extend this demo. See the 'InitScene' component for details on how to define formations of objects in scenes. | ||
The demo uses a generic framework of creating 3D objects, specification their | ||
properties, and placing them to a world. Users are, therefore, allowed to easily | ||
define their own object formations and to modify or extend this demo. See the | ||
'InitScene' component for details on how to define formations of objects in | ||
scenes. | ||
|
||
To run the demo on Windows, copy the ZgeBullet DLL to the same directory as this project and/or the generated EXE file. | ||
To run the demo on Windows, copy the ZgeBullet DLL to the same directory as this | ||
project and/or the generated EXE file. | ||
|
||
To run the demo application on Android, activate the menu item "Android: Build APK (debug)" in ZGE. Then, copy the appropriate libZgeBullet.so file to the libs\ermabi\ folder of the generated directory and regenerate the Android application again. In the bin\ folder of the generated directory you will find the .apk file which you install on your Android device. | ||
To run the demo application on Android, activate the menu item | ||
"Android: Build APK (debug)" in ZGE. Then, copy the appropriate libZgeBullet.so | ||
file to the libs\ermabi\ folder of the generated directory and regenerate the | ||
Android application again. In the bin\ folder of the generated directory you | ||
will find the .apk file which you install on your Android device. | ||
|
||
Note: Use the libZGEBullet.so file compatible with your device. In other case, the application can crash. It is recommended to use modern (e.g., ARMv7-A compatible) devices which can achieve much better performance for large amount of objects on a scene. If you have older device, you can, for instance, decrease the number of simulated physical objects to achieve smoother movements. | ||
Note: Use the libZGEBullet.so file compatible with your device. In other case, | ||
the application can crash. It is recommended to use modern (e.g., ARMv7-A | ||
compatible) devices which can achieve much better performance for large amount | ||
of objects on a scene. If you have older device, you can, for instance, decrease | ||
the number of simulated physical objects to achieve smoother movements. | ||
|
||
Have fun! | ||
Rado1. |
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Original file line number | Diff line number | Diff line change |
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@@ -1,13 +1,25 @@ | ||
ZgeBullet Demo Project #2 | ||
========================= | ||
|
||
This is a ZGameEditor project which demonstrates usage of dynamic heightfield terrains. Press and hold left mouse button to change the terrain on Windows (single touch on Android). Press Space to remove all spawn spheres on Windows (touch with more than one finger on Android). | ||
This is a ZGameEditor project which demonstrates usage of dynamic heightfield | ||
terrains. Press and hold left mouse button to change the terrain on Windows | ||
(single touch on Android). Press Space to remove all spawn spheres on Windows | ||
(touch with more than one finger on Android). | ||
|
||
To run the demo on Windows, copy the ZgeBullet.dll to the same directory as this project and/or the generated EXE file. | ||
To run the demo on Windows, copy the ZgeBullet.dll to the same directory as this | ||
project and/or the generated EXE file. | ||
|
||
To run the demo application on Android, activate the menu item "Android: Build APK (debug)" in ZGE. Then, copy the appropriate libgeEBullet.so file to the libs\ermabi\ folder of the generated directory and regenerate the Android application again. In the bin\ folder of the generated directory you will find the .apk file which you install on your Android device. | ||
To run the demo application on Android, activate the menu item | ||
"Android: Build APK (debug)" in ZGE. Then, copy the appropriate libgeEBullet.so | ||
file to the libs\ermabi\ folder of the generated directory and regenerate the | ||
Android application again. In the bin\ folder of the generated directory you | ||
will find the .apk file which you install on your Android device. | ||
|
||
Note: Use the libZgeBullet.so file compatible with your device. In other case, the application can crash. It is recommended to use modern (e.g., ARMv7-A compatible) devices which can achieve much better performance for large amount of objects on a scene. If you have older device, you can, for instance, decrease the number of simulated physical objects to achieve smoother movements. | ||
Note: Use the libZgeBullet.so file compatible with your device. In other case, | ||
the application can crash. It is recommended to use modern (e.g., ARMv7-A | ||
compatible) devices which can achieve much better performance for large amount | ||
of objects on a scene. If you have older device, you can, for instance, decrease | ||
the number of simulated physical objects to achieve smoother movements. | ||
|
||
Have fun! | ||
Rado1. |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,14 +1,28 @@ | ||
ZgeBullet Demo Project #3 | ||
========================= | ||
|
||
This is a ZGameEditor project file which demonstrates the basic possibilities of the ZgeBullet library to create and use Raycast Vehicle, a simple car simulation. | ||
This is a ZGameEditor project file which demonstrates the basic possibilities | ||
of the ZgeBullet library to create and use Raycast Vehicle, a simple car | ||
simulation. | ||
|
||
To drive the car: move mouse (or touch on Android) left/right to steer, put mouse to upper section to move forward, put mouse to lower section to break. Press right mouse button (or double-touch on Android) to reinitialize the scene. | ||
To drive the car: move mouse (or touch on Android) left/right to steer, put | ||
mouse to upper section to move forward, put mouse to lower section to break. | ||
Press right mouse button (or double-touch on Android) to reinitialize the scene. | ||
|
||
To run the demo on Windows, copy the ZgeBullet DLL to the same directory as this project and/or the generated EXE file. | ||
To run the demo on Windows, copy the ZgeBullet DLL to the same directory as this | ||
project and/or the generated EXE file. | ||
|
||
To run the demo application on Android, activate the menu item "Android: Build APK (debug)" in ZGE. Then, copy the appropriate libZgeBullet.so file to the libs\ermabi\ folder of the generated directory and regenerate the Android application again. Tthe bin\ folder of the generated directory will contain the .apk file which you install on your Android device. | ||
Note: Use the libZGEBullet.so file compatible with your device. In other case, the application can crash. It is recommended to use modern (e.g., ARMv7-A compatible) devices which can achieve much better performance for large amount of objects on a scene. If you have older device, you can, for instance, decrease the number of simulated physical objects to achieve smoother movements. | ||
To run the demo application on Android, activate the menu item | ||
"Android: Build APK (debug)" in ZGE. Then, copy the appropriate libZgeBullet.so | ||
file to the libs\ermabi\ folder of the generated directory and regenerate the | ||
Android application again. Tthe bin\ folder of the generated directory will | ||
contain the .apk file which you install on your Android device. | ||
|
||
Note: Use the libZGEBullet.so file compatible with your device. In other case, | ||
the application can crash. It is recommended to use modern (e.g., ARMv7-A | ||
compatible) devices which can achieve much better performance for large amount | ||
of objects on a scene. If you have older device, you can, for instance, decrease | ||
the number of simulated physical objects to achieve smoother movements. | ||
|
||
Have fun! | ||
Rado1. |
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