enable bullet for vc7 too by default (can be switched off easily)
authorErwin Coumans <blender@erwincoumans.com>
Sat, 30 Jul 2005 18:21:02 +0000 (18:21 +0000)
committerErwin Coumans <blender@erwincoumans.com>
Sat, 30 Jul 2005 18:21:02 +0000 (18:21 +0000)
source/gameengine/Ketsji/KX_ConvertPhysicsObject.h
source/gameengine/Ketsji/KX_OdePhysicsController.cpp
source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp

index 2a322e520026d01abf4efdf1d6f605a35b3decf0..cf231adfd2a4eec3b536de7ee1f1d601b7072ad1 100644 (file)
 //#define USE_SUMO_SOLID
 //#define USE_ODE
 
-//on visual studio 8, always enable BULLET for now 
+//on visual studio 7/8, always enable BULLET for now 
 //you can have multiple physics engines running anyway, and 
 //the scons build system doesn't really support this at the moment.
-#if 1400 <= _MSC_VER
+//if you got troubles, just comment out USE_BULLET
+#if 1300 <= _MSC_VER
 #define USE_BULLET
 #endif
 
index cce2ceb70c2ff5f09ee6eb7958e12a6a986ed594..58c04d34149b239b9dc6d2fe20765f1cba506059 100644 (file)
  *
  * ***** END GPL/BL DUAL LICENSE BLOCK *****
  */
+#include "KX_ConvertPhysicsObject.h"
+
+#ifdef USE_ODE
+
 #include "KX_OdePhysicsController.h"
 #include "KX_GameObject.h"
 #include "KX_MotionState.h"
@@ -244,3 +248,4 @@ void        KX_OdePhysicsController::SetSimulatedTime(double time)
 
 }
        
+#endif //USE_ODE
index fa4f45cab43a5ff8d6158890119dcb51a14e1667..5b6db434f8bbf51dcbcc7a1ccda10244fabf42ed 100644 (file)
@@ -33,7 +33,7 @@ bool useIslands = true;
 //#include "BroadphaseCollision/QueryBox.h"
 //todo: change this to allow dynamic registration of types!
 
-unsigned long gNumIterations = 20;
+unsigned long gNumIterations = 10;
 
 #ifdef WIN32
 void DrawRasterizerLine(const float* from,const float* to,int color);