[SOLVED]Critter How to checkout buggyswires branch

deshan

05-03-2011 08:30:50

https://github.com/betajaen/critter.git

Gives some old version.

I like to know how to checkout buggyswires branch?

spacegaier

05-03-2011 09:53:10

https://github.com/betajaen/critter/tree/buggyswires

Just press download.

In general you can switch the branches via the first menu entry in the menu bar.

deshan

05-03-2011 10:28:24

Sorry, Wrong way of asking the question.
Not a native english speaker here.

I m using TortisGit, so how to use Git Clone/checkout the latest buggyswires branch?

Because if I checkout https://github.com/betajaen/critter.git
It gives some old version of critter.

Is is possible to checkout the latest version with my git client?

Thanks for the reply spacegaier.

betajaen

05-03-2011 10:44:31

That's the correct way. Basically how I understand it, it get's all the branches at once, but gives you the files for the current branch (Master in the case of Critter, Detritus in the case of NxOgre). To switch to BuggySwires just switch to the BuggySwires branch within Tortoise.


I use msysgit myself for git, so it's probably different for you.

deshan

05-03-2011 13:08:12

Moved to mysysgit.

Got it.

Thanks betajaen.

betajaen

05-03-2011 13:43:00

No problem. msysGit is better than the Tortoise version IMHO.

mephisto

05-03-2011 19:09:31

I suppose that this update of Critter should work with current NxOgre, but how about an update of NxOgre?

betajaen

05-03-2011 19:22:04

Of BuggySwires version of NxOgre?

It's more or less complete. BuggySwires has always been about Critter and putting in the AnimatedCharacter into it.

mephisto

05-03-2011 19:56:35

Oh I am sorry about my unknowing, but it's just question about the D6joint functions setDriveLinearVelocity etc... they aren't defined and as physX says we are supposed to use them instead of adding forces to bodies... those functions are important for me because I have began a few weeks ago making something like a vehicle controller (with joints, particulary because I didnt reach on make your machine class working :D ) . Now I want to finish it even if it will be less performant. I have quicky seen your D6Joint class with the idea to add those functions by myself but its not obvious. I dont now if you will update NxOgre soon. But if you could just quickly explain how to add the functions ...

Thanks

betajaen

05-03-2011 20:05:24

Oh.

All of that stuff is for the next branch. BuggySwires is literally for implementing a Character Controller, with tiny additions or bug fixes to NxOgre. As for the D6Joint stuff, you can use raw PhysX code with NxOgre if you so wish. You just need to include the PhysX headers and libraries manually.

mephisto

05-03-2011 20:11:13

Thats very nice :) I will try it until "LeJean" will come .

Thank You.

betajaen

05-03-2011 21:35:22

Question though;

Why not use the WheelShape for the Wheels? Surely it is more accurate than using Spherical Joints with Spheres?

mephisto

06-03-2011 18:00:20

There is no real reason why I am not using the wheelShape ( and I will try It because I am having a curious problems with the spring damper system instead the wheelshape where its easy to parametre). But I am not using the shpherical joint and shperical shapes system to make a car. I am using a D6Joint with 3DOF ( 2 angular : drive and direction and one linear : spring damper system, may be its a wrong way ? ) and I am using Capsule shapes, and this particulary because the final plan is to make a tank.
I have already made "Chenilles"( I dont know how to say in english : this is the joined elements that are moved by wheels rotation to move the tank ) and I tried it with constant velocity.( worked ok we dont event remark that the chenilles are moved only by friction without physical link with wheels ). So I needed capsules to make large wheels to support chenilles.
May be I did wrong but It's not really important, I have recently made template classes in order to choose the shapetype.
And finally for D6Joint in order to get all the interface I have juste modified your D6Joint class like this :

NxD6Joint* getNxJoint() const
{
return m_D6Joint;
}