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PostPosted: Sat May 03, 2008 3:40 pm 
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Erwin posted a few weeks back to the iDevGames forum ( of which I am a member ) to announce Bullet 2.68. You can see here ( http://idevgames.com/forum/showthread.php?t=15006 ). Somehow, people decided a nice OS X Cocoa demo app would be cool, since some people complained about the command-line app.

Anyway, I volunteered to make the Cocoa port and while I was a little busy at the time -- amusingly, since I was fighting ODE issues and vowing to look into this "Bullet" thing -- now I've gotten to work and it's looking good.

It's not 100% yet -- I only got it working more or less correctly this morning -- but it's looking good.

Screenshots:

Windowed:
http://shamyl.zakariya.net/screenshots/BulletDemosCocoa_0.png

Fullscreen ( with Cocoa GUI )
http://shamyl.zakariya.net/screenshots/BulletDemosCocoa_1.png

It's a very thin shim atop the existing codebase. Basically just a Cocoa app bootstrapping the demos, and with a nice-enough Cocoa gui instead of GLUI.

Anyway, since Erwin emailed me asking if I really was going to do this, I figured I might as well show that I'm not just goofing off :oops:

So, a few questions to follow up.

1) If people care about a nice Cocoa Demo app ( with a nice icon, even ) I'd be happy to maintain this. Does anybody care?
2) What's the policy on the licensing boilerplate on source code files? I'd be happy just to put the bullet license code at the top.
3) This is a Cocoa app ( nib files, other OS X malarkey ), so it requires Xcode to build. I don't know how I'd wiggle it into the Cmake build system. The way I see it, it would only be useful to Mac users of Bullet anyway, so I personally think it would be OK to leave it just as an Xcode project, which depends on bullet. But, I'm open to suggestion.

So, that's it. I'm going to fix up some of the remaining issues, and then update.


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PostPosted: Mon May 05, 2008 3:02 pm 
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As an update, the Cocoa demo app is finished. All the demos run ( the convex decomposition and BSP demos, too, since the files needed are packed into the app bundle ). I've tested it on Leopard running on intel, and Tiger running on PPC. The only bug I'm seeing is that the raycaster demo doesn't work on my -- admittedly rather old -- G5. It doesn't crash, it just doesn't work, either. I'm guessing it's an OpenGL issue since my G5 has a terrible GPU and a lot of nicer newish OpenGL functionality isn't available.

The built application:
http://shamyl.zakariya.net/apps/bulletdemos/AllBulletDemos.app.zip

And the source code:
http://shamyl.zakariya.net/apps/bulletd ... mosOSX.zip

To build it, all you have to do is unpack AllBulletDemosOSX in the Extras/ subfolder of bullet. Then open the xcode project and build it.

Now that I've gotten a feel for bullet, I'm going to start ripping ODE out of my code and replacing it... bullet really seems quite an improvement.

EDIT: The source now has the standard licensing boilerplate, and has been moved from Demos/ to Extras/.


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PostPosted: Sat May 17, 2008 11:44 pm 
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Thanks a lot for this OSX contribution,

We will try it out, and make sure it will be added for the Bullet 2.69 release.
Erwin


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PostPosted: Mon Dec 29, 2008 5:42 am 
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Hi TomorrowPlusX,

Thanks so much for doing the cocoa demos. I am just looking into bullet for iphone use. Just FYI the current demos are broken, looks like some files got moved and haven't been updated. Since I really don't have any idea how this is structured i haven't been too successful at fixing things.

It might be nice to have a iPhone demo included in here too.

Thanks again.

Brian


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PostPosted: Wed Dec 31, 2008 4:58 am 
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The cocoa demos in Bullet/Extras/AllBulletDemosOSX are out-of-date indeed, the need to be updated for next release.

If you want to try out Bullet for iPhone, it is best to check out the open source Oolong Engine, it ships with Bullet and some physics demos for iPhone.
Hope this helps,
Erwin


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