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* Set executable flag on BulletXNA.dll for cygwinJustin Clark-Casey (justincc)2014-03-181-0/+0
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* * Fix some threading issues in BulletXNA (the managed bullet library), this ↵teravus2013-08-201-0/+0
| | | | | | should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs. * Fixed a null ref during shutdown.
* * Repairs the Object updates, Collision updates, and Child Prim methods ↵teravus2013-01-241-0/+0
| | | | | | making the bulletXNA engine work again. * The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
* This updates prebuild to remove BulletSimN, implements the BulletSim API in ↵teravus2013-01-201-0/+0
| | | | BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
* * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation ↵teravus2012-12-231-0/+0
of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.