Help Getting Started

TechnoBulldog

15-05-2010 02:44:59

NOTE: Sorry about the rather in-descriptive title, I really couldn't think of a better one.

I downloaded OgreBullet because I want to learn how to integrate physics in with OGRE. In all honesty, I don't know a lot about programming, but I really want to learn, and I think this is a start. I downloaded the source via the SVN and built the SDK file that was inside. I'm running VS2008 Express so it went through the update wizard before I compiled it. Also, when I compiled it, the collision and dynamics projects ran out of memory (I think that's what it said) and I had to increase the memory to make them compile. In the end, they all compiled with 0 errors and a lot of warnings. I tried running the demo and it said that "Bootstrap" was not found or something like that. I have the OgreSDK 1.7.1 and Bullet 2.76. So there are a couple of reasons I made this thread.

1) I want to know if I compiled it right. I don't usually compile from source.

2) Is there a reason the demo isn't working?

3) Now that I've compiled them, what files are necessary to use it? Where do I need to put them?

4) How do I use OgreBullet? (well, that probably has a long answer)

Sorry if I sound stupid asking these questions, I just can't find any documentation for beginners. All I see is build this and if you have problems, post on the forums. Hopefully I'll remember to check back here.

TechnoBulldog

18-05-2010 01:35:21

I guess the only real question is: did I compile it right? I don't usually do this, and I want to know if I did it the right way. If I didn't could anyone help me with the compilation?

I downloaded OgreBullet off of the SVN (https://ogreaddons.svn.sourceforge.net/ ... ogrebullet) and compiled the OgreBullet_SDK.sln for Debug and Release. Before I could compile it, I updated it using the update wizard from 2005 to 2008 (my compiler version) and had to use "-zm[specified number here]" when compiling, because it said it ran out of memory and wanted me to use that option under command line options. With that, I managed to compile it, and I want to know if I compiled the right one or not, and if I compiled it right or not.

Sorry for double posting, I'm not sure if it's allowed or not, and I wanted to bump the topic, not just edit my post. Sorry if that's a problem.

Fish

18-05-2010 02:41:52

If you got two .lib files then you probably compiled it right.

I think the demos aren't working with Ogre 1.7.x. I have compiled them with Ogre 1.6.5 (but some them are not functioning). If someone is willing to submit a patch I'll see to it that it gets applied.

-Fish

dermont

18-05-2010 05:35:40


....
I tried running the demo and it said that "Bootstrap" was not found or something like that. I have the OgreSDK 1.7.1 and Bullet 2.76. So there are a couple of reasons I made this thread.

1) I want to know if I compiled it right. I don't usually compile from source.

2) Is there a reason the demo isn't working?


You probably need to add OgreCore.zip from Ogre1.6 to your resources.cfg file:
http://ogre.svn.sourceforge.net/viewvc/ ... p?view=log

This is my resources.cfg file on Linux:

[Bootstrap]
Zip=/media/sda7/Libraries/OGRE/ogre-v1-6-4/Samples/Media/packs/OgreCore.zip

[Bullet]
FileSystem=../Demos/Media/materials/programs
FileSystem=../Demos/Media/materials/scripts
FileSystem=../Demos/Media
FileSystem=../Demos/Media/fonts
FileSystem=../Demos/Media/textures
FileSystem=../Demos/Media/materials
FileSystem=../Demos/Media/models
FileSystem=../Demos/Media/overlays

[OgreBulletCollisions]
FileSystem=../Demos/Media/gui


The Media/gui in the OgreBulletCollisions resource group is a fudge to prevent it complaining about initialising an empty resource group, it should be in the Bullet resource group.

The terrain demo won't run without the media from Ogre1.6.x.

TechnoBulldog

18-05-2010 22:38:25


....
I tried running the demo and it said that "Bootstrap" was not found or something like that. I have the OgreSDK 1.7.1 and Bullet 2.76. So there are a couple of reasons I made this thread.

1) I want to know if I compiled it right. I don't usually compile from source.

2) Is there a reason the demo isn't working?


You probably need to add OgreCore.zip from Ogre1.6 to your resources.cfg file:
http://ogre.svn.sourceforge.net/viewvc/ ... p?view=log

This is my resources.cfg file on Linux:

[Bootstrap]
Zip=/media/sda7/Libraries/OGRE/ogre-v1-6-4/Samples/Media/packs/OgreCore.zip

[Bullet]
FileSystem=../Demos/Media/materials/programs
FileSystem=../Demos/Media/materials/scripts
FileSystem=../Demos/Media
FileSystem=../Demos/Media/fonts
FileSystem=../Demos/Media/textures
FileSystem=../Demos/Media/materials
FileSystem=../Demos/Media/models
FileSystem=../Demos/Media/overlays

[OgreBulletCollisions]
FileSystem=../Demos/Media/gui


The Media/gui in the OgreBulletCollisions resource group is a fudge to prevent it complaining about initialising an empty resource group, it should be in the Bullet resource group.

The terrain demo won't run without the media from Ogre1.6.x.

Thanks for the help! That makes the demos work, although they seem to be a bit weird when running. It's nice that I have OgreCore.zip already :D.

If you got two .lib files then you probably compiled it right.

I think the demos aren't working with Ogre 1.7.x. I have compiled them with Ogre 1.6.5 (but some them are not functioning). If someone is willing to submit a patch I'll see to it that it gets applied.

-Fish

It would be awesome if someone would fix that! And I did get two lib files.

I haven't had a chance to really try it, but I'm confident it will work. Thanks for the help! If anyone has an advice for me starting out, let me know, I'm a bit worried because I always learn from tutorials, and there seems to be a lack of them here.

falcco

21-05-2010 08:46:20

Hi,

I tried to use OgreBullet (on XOS, ogre 1.7, bullet 2.76) but I had some problems. I would like to start again from new beginning. So there are a few questions:

1) where can I find latest OgreBullet source files?
2) do I need some patch on it?
3) has latest OgreBullet CMakeFile? or how to build OgreBullet on XOS

thx a lot

Fish

21-05-2010 12:52:18

1. See the Where do I get the Source Code? section here.

2. No.

3. No, you'll need to create your own project for XCode. Déjà vu. You could try using Code::Blocks. C::B allows you to open the MSVC project file (.sln) so you can at least see how the project is arranged.

-Fish

falcco

22-05-2010 19:08:33

It is working now :) thnx a lot

I dont know why, but mWorld->stepSimulation(step) is working perfectly. I just dont have a chance to figure out what was wrong with my previous project and stepSimulation method.

notNullGothik

03-07-2010 18:50:57

Hello community. My first post here.
I have Ogre 1.7.1, Bullet 2.76, VC++ 2008 and Win7 x64. I'm building for a x86 target.
I have successfully compiled ogre and its dependencies, bullet and ogre bullet throught OgreBullet_SDK.sln. I also ran the bullet and ogre demos without any problem.
Still, for the OgreBulletDemos I got a crash, so I tried getting the OgreCore.zip from 1.6 version and set all the paths for the resource.cfg "MyPath/ogrebullet/Demos/Media/textures".
The executable still crashes with the ogre log:

11:38:37: OGRE EXCEPTION(5:ItemIdentityException): Cannot find a group named Bullet in ResourceGroupManager::isResourceGroupInitialised at .\src\OgreResourceGroupManager.cpp (line 1889)

Am I missing some other setting?

EDIT: This line was missing in my resource.cfg [OgreBulletCollisions]
FileSystem=C:/projects/dev/thermite/Ogre/ogrebullet/Demos/Media/gui
, it works ;)

tcg3j

06-08-2010 20:14:47

EDIT: This line was missing in my resource.cfg [OgreBulletCollisions]
FileSystem=C:/projects/dev/thermite/Ogre/ogrebullet/Demos/Media/gui, it works ;)


That didn't work for me. I added:

[Bullet]
FileSystem=Media\gui

I'm using revision 2953 of OgreBullet. Does the demo work for everyone else w/o adding that to resources.cfg? I'm using Win XP SP3, Visual Studio 2008, Ogre SDK for VS2008 1.7.1, and Bullet 2.4.6.

Other changes I made while following OgreBullet Tutorial 1:

BULLET_HOME should be BULLET_ROOT
$(OGRE_HOME)\include\OGRE instead of $(OGRE_HOME)\OgreMain\include
add $(OGRE_HOME)\boost_1_42

$(OGRE_HOME)\include\OIS instead of $(OIS_HOME)\includes

define BULLET_LIBS and OGRE_LIBS to avoid need to copy library files
add the OGRE dll directory to the system path


As an aside, the Captcha for this site was the hardest I've ever used. It took me 4-5 tries before I got one I could read! :shock:

Tim