Welcome to the homepage of "Bulletbyte". Here you can find a couple of things I have developed in my free time:
If you have tried some of the things I provide on this page it would be nice to let me know by writing me an eMail.
Bulletbyte and Dustbin::Games News RSS Feed
06.01.2015 |Sky of Verdun update
 I have spent the last month or so turning the webclient of the game into a facebook app (see The Sky of Verdun on facebook). A new package is also available which includes a Windows client that allows you to connect to the official server.
14.12.2014 |Sky of Verdun update
 A new version of the Sky of Verdun is available. Lot of changes, the main part was a redesign of the Oculus Rift mode and the cockpit camera.
08.10.2014 |Sky of Verdun update
 Fixed some small Issues: the "select plane" dialog will no longer be shown in replay mode, and the screen resolution and fullscreen selectors, and the crosshair can now be adjusted in Oculus Rift DK2 mode.
03.10.2014 |
 A new version of "Sky of Verdun" is available with support for the Oculus Rift DK2. The new version of the Windows binary does not support the DK1 so I left the old version in for convenience. Download your copy at http://dustbin-online.de
05.01.2014 |Sky of Verdun Update
 A new version is available:
  • configuration dialog adjusted
  • bot enhanced
  • particle system enhanced in Windows native client
  • replay enhanced
  • all numbers in the messages are now encoded with a base of 64
17.12.2013 |Sky of Verdun Trailer
 I have uploaded a trailer for my multiplayer dogfight game " the Sky of Verdun". Watch it on youtube: http://www.youtube.com/watch?v=AbcKy4oLOSw&feature=youtu.be
17.11.2013 |Sky of Verdun Update
 Another update for the Sky of Verdun game: some minor fixes, enhanced the playback function quite a lot, and the fire / smoke systems are now working properly.
03.11.2013 |Sky of Verdun Update
 This time it's quite a big update. I have enhanced the startup dialog so that you can start the server and connect a recorder, added playback functionality to the Windows client, all score calculation is now done on the server and I also removed some deprecated files. Happy downloading.
04.10.2013 |Sky of Verdun Update
 This time it's a little update. I removed the jitter of the plane in Oculus Rift mode, and I replaced the crosshair in that mode so that it's easier to aim.
01.10.2013 |Sky of Verdun Update
 This time I added the possibility to configure the controls of the planes (including using a joystick / joypad) and added the Windows executable of Node.js and a batch file to start a server to the package so that Windows users don't have to worry about installing node.js.
30.09.2013 |Sky of Verdun Update
 I have added a configuration dialog to the Windows client of "Sky of Verdun 3d" that allows you to run the game without bothering about the command line. I also fixed an issue with the "select plane" UI element in Rift mode.
28.09.2013 |Sky of Verdun Windows client
 The download package of Sky of Verdun does now also contain a native windows client. It is still work-in-progress but worth a look.
07.06.2013 |new game: "Sky of Verdun"
 After some time I have released a new game: Sky of Verdun. It's a browser based multiplayer 3d dogfight game.
06.11.2012 |Kinect Marble Racing
 Bayar Menzat has implemented a Version of Stunt Marble Racers with Kinect controller. Unfortunately I can't test it because I don't own a Kinect, but here's the link: http://www.bayarmenzat.com/kinect/.
11.04.2012 |bulletbyte.de: IrrOde update
 No new functionality, but I have moved the VC projects from VC2008 to VC2010 and added the IrrOdeTestbed to the VC projects.
24.03.2012 |bulletbyte.de: IrrOde update
 This time the update includes quite a huge API change: a lot of functions have been moved from the CIrrOdeManager class to CIrrOdeWorld. This is planned as a step towards multithreading. This version does also include everything needed to compile (also ODE libs), so the ODE is no longer necessary.

Last but not least: upgraded to ODE 0.12
10.03.2012 |bulletbyte.de: IrrOde update
 A new update. This update does mainly fix an issue reported in the Irrlicht forum, the length of (dynamic) capsules is now defined by the height of the object, not the ODE way (depth of the object). Additionally the IrrOdeCar demo is now mostly event driven, a huge step in it's design.
25.12.2011 |bulletbyte.de: IrrOde update
 Finally another update of IrrOde:
  • Cleanup of the IrrOde car scene
  • modified the car's model
  • added steeringwheel to the car
  • little bugfix in IrrOdeGeomTrimesh: initial mass is now 1
16.12.2011 |bulletbyte.de: "RoadCreator" update
 A new version is available online: fixed a bug in the texture settings: scale and offset of the textures are now working again.
11.12.2011 |bulletbyte.de: "RoadCreator" update
 A new version of the BulletByte RoadCreator is available:

  • added option to control direction of basement and walls indepentent of each other
  • added clone option for segments
  • fixed annoying bug which could cause gaps beween segment and connection walls
28.11.2011 |bulletbyte.de: advanceParticleSystem update
 I have uploaded an update for the "AdvanceParticleSystem" scenenode. It fixes an issue I've been struggling with for quite some time: in my main project (the IrrOdeCar demo of the IrrOde wrapper) the particle systems that simulate the exhaust of the cars looked strange:


This comes from the fact that the simulation is stepped, there are 60 frames per second. Between these steps the position is not updated, so the smoke is generated in these positions between. As a solution I have added two ways to solve this:

  • interpolated: the velocity of the last position change is recorded and if the position is not changed an interpolation is done. There is an attribute threshold that defines the maximum interpolation time
  • stepped: depending on the time the position is not changed and the velocity of the last change the new particles are emitted on a line from the current position in the direction of the new MoveDirection attribute

Here is an image of how it looks with the second option:

23.11.2011 |bulletbyte.de: "RoadCreator" update
 One more small update: updated manual and fixed a little bug with the surface that crashed the demo application
22.11.2011 |bulletbyte.de: "RoadCreator" update
  • fixed bug with the segment's base offset
  • added missing default textures for the ground
  • modified creation of meshbuffers
  • added new manual
19.11.2011 |bulletbyte.de: "RoadCreator" update
 With this modification the walls besides the roads do no longer have zero width. Because of this change it was also necessary to add "cornerstones" to the segments. I think I'll have to provide some manual/tutorial for this nice little program within the next days or so.
17.11.2011 |bulletbyte.de/dustbin-online.de: RSS feed added
 I just added a RSS feed that helps you to keep updated with the changes of my projects.
05.11.2011 |bulletbyte.de: IrrOde update
 Added the missing clone functionality for the new joint attributes added with the last upload + added a switch to the IrrOdeCar demo to turn the rearview monitors on and off.
02.11.2011 |bulletbyte.de: IrrOde update
 Some changes:

  • the cars, helicopters and planes do now have a rearview camera
  • modified car and plane models
  • Joint events can now be prevented from being serializes
  • Fixed texturing problem of roads
  • Enhanced road loader
  • Fixed normal problem in the road loader
  • Added exhaust smoke to car (if boost is active)
21.10.2011 |bulletbyte.de: "RoadCreator" update
 Fixed a huge problem with the normals of the created roads. They should now be OK, although they could take some interpolation.
11.10.2011 |bulletbyte.de: IrrOde update
 Another little update: I fixed some issues with the roads in the IrrOdeCar demo .. well ... actually it's not a fix, just a workaround. Sometimes the ending vertices of the base of a connection are in the wrong directions. This can be fixed by modifying the number of steps in the connection.
10.10.2011 |bulletbyte.de: IrrOde update
 This time it's a small update, mainly to improve the cars in the IrrOdeCar demo: improved the model (does now have a V8 engine), and added some good brakes (default key: SPACE).
21.09.2011 |bulletbyte.de: IrrOde update
 A new version is online. This time it's a step to get a better separation between the ODE and Irrlicht. Updates to the properties of bodies and joints (at the moment Hinge and Hinge2) are now completely sent through the message queue instead of querying some parameters from the ODE.
12.09.2011 |bulletbyte.de: IrrOde update
 Added a differential to the cars in the IrrOdeCar demo to make them more controllable. This differential can be switched of (default key: "D")
06.09.2011 |bulletbyte.de: IrrOde update
 Modified some parameters to make the car in the IrrOdeCar demo much more controllable.
30.08.2011 |bulletbyte.de: IrrOde update
 I have added the "loop.road" demo track from the Bulletbyte RoadCreator to the IrrOdeCar demo. You can find the track near the shooting range.
30.08.2011 |bulletbyte.de: "RoadCreator" update
 It is now possible to have the basement of a segment or connection point in the negative normal direction. This way it's e.g. possible to create a loop in a road (see "loop.road", a new demo track).
23.08.2011 |bulletbyte.de: "RoadCreator" update
 A new version: I have added the possibility to add walls to the segments / connections. Useful for preventing the car from falling down ;)
23.08.2011 |bulletbyte.de: IrrOde update
 A new version is onine reflecting the latest changes in the RoadCreator where it is now possible to add walls to the sides of the roads.
21.08.2011 |bulletbyte.de: IrrOde update
 Oops ... I just realized that I didn't include the new roads of the IrrOdeCar demo in the download package. New version (including roads) is now available online.
20.08.2011 |bulletbyte.de: "RoadCreator" update
 Fix a bug in the RoadCreator: aligning a segment to a scene node does now also work for rotated scenenodes.
19.08.2011 |bulletbyte.de: "RoadCreator" update
 A big update for the RoadCreator: it is now possible to load scenes created with IrrEdit (it will even load unknown nodes, although they are replaced by empty scenenodes) and align the segments of the road to scenenodes (i.e. you can select a vertex of a scenenode and a point in the segment and the "RoadCreator" will put them in the same place). See the IrrOdeCar demo for some examples.
19.08.2011 |bulletbyte.de: IrrOde update
 A new update: added a lot of roads created with the "BulletByte RoadCreator" to the IrrOdeCar demo.
15.08.2011 |bulletbyte.de: IrrOde update
 A new version of IrrOde is online: I have added some sound to the IrrOdeCar demo, mainly engine sounds. Still some problems to solve. Plans are that I include all sounds I want by coding it into the demo, and when that's working I'll move them to a scenenode.
07.08.2011 |bulletbyte.de: IrrOde update
 This time I have added an internal view to the car. Looks ugly but works. The camera can be rotated just like the internal cameras of the planes and the helicopters.
31.07.2011 |bulletbyte.de: IrrOde update
 Some enhancements to the IrrOdeCar demo:

  • installed movable camera to plane and helicopter. See the controller setup section for the default keys
  • enhanced joystick input for plane and helicopter
  • codewise: merged helicopter and plane into a shared superclass
27.07.2011 |bulletbyte.de: IrrOde update
 Another small update: enhanced the RenderToTexture code which can now easily be reused.
26.07.2011 |bulletbyte.de: IrrOde update
 Replaced the needle indicator for the cockpits of the planes/helicopters by a new one.
21.07.2011 |bulletbyte.de: IrrOde update
 I have added cockpits to the airplane and the helicopter in the IrrOdeCar demo:

cockpit plane

cockpit helicopter

The instruments:
  • 1: speed meter
  • 2: artificial horizon
  • 3: altitude meter
  • 4: compass
  • 5: vario showing altitude chang
  • 6: power gauge
  • 7: information lights (autopilot, low altitude, brakes (planes only) and stall alert (planes only)
  • 8: target and shooting information showing the name and distance of the currently selected target and the number of shots and hits
09.07.2011 |bulletbyte.de: IrrOde update
 Today I have created a new branch of IrrOde on sourceforge (irrode_1) in order to gain the necessary freedom to move the development into a slightly different direction. For all those using the wrapper: simply stick to the old version, it's stable and won't have any changes applied. If you discover bugs feel free to contact me.
09.07.2011 |bulletbyte.de: "RoadCreator" update
 I just uploaded a small update of the Bulletbyte Road Creator. After this update the calculation of the Bezier points gives useable results which should speed road creation up quite a bit.
03.07.2011 |bulletbyte.de: IrrOde update
 Another small update:
  • modified the brakes of the planes
  • adapted the startup dialog to the scene modifications
30.06.2011 |bulletbyte.de: IrrOde update
 This is just an internal update: I moved all files to "trunk" in the SVN repository on sourceforget.net to comply to the SVN standard. This was necessary because I want to be able to create tags or branches in the future.
26.06.2011 |bulletbyte.de: IrrOde update
 Finally managed to get the spaces in IrrOde working. Check the IrrOdeCar demo to see the performance boost this procdues.
25.06.2011 |bulletbyte.de: IrrOde update
 A new version of IrrOde is ready for download. It adds an autopilot to the helicopters, and the autopilot for the planes and homing missiles of the planes have been enhanced (though the missiles still lack some precision).

new controls:
  • Select Target (default key "T")
  • (de)activate autopilot (default key "P")
03.06.2011 |bulletbyte.de: IrrOde update
 Just uploaded a new version with two enhancements:

  • added a free camera when no vehilce is selected. It can be controlled using the mouse buttons and moving the mouse
  • fixed a bug in the autopilot: sometimes invalid values were passed causing a crash in the ODE
02.06.2011 |bulletbyte.de: IrrOde update
 Just for the fun of it I have added an autopilot to the planes in the IrrOdeCar demo. It's just great to see those four planes fly around all on their own.
29.05.2011 |bulletbyte.de: new project "RoadCreator"
 I have added a little tool that allows you to create roads you can use in any Irrlicht applications. It's called "RoadCreator" and can be found here.
25.05.2011 |bulletbyte.de: IrrOde update
 I have included the "MeshCombiner" from the official Irrlicht forum into the IrrOdeCar demo to speed it up a bit. Thanks to Lonesome Ducky.
23.05.2011 |bulletbyte.de: "RandomForestPlugin" update
 I have now integrated the "MeshCombiner" provided by Lonesome Ducky on the (official Irrlicht Forum which brings a huge performance boost (before: 13 FPS, after: 200 FPS).
21.05.2011 |bulletbyte.de: IrrEditProjectManager update
 Now I have added the necessary lib and header files to recompile the "IrrOdeCar" demo without the need to download the "AdvancedParticleSceneNode" using Code::Blocks on Windows.
19.05.2011 |bulletbyte.de: IrrOde update
 This is just a little update. I have added another force to the CIrrOdeAeroDrag motor used in planes. The new force uses a fraction of the uplift and sideward damp forces applied to the airplane to push it foreward. With this modification it is quite easy to fly a looping (this was almost impossible before).
18.04.2011 |bulletbyte.de: IrrOde update
 Fixed a nasty little "NULL" pointer bug that occured when a new motor was added in using the IrrOdEdit plugin.
18.04.2011 |dustbin::games: stunt marble racers
 I just realized that the a motor was missing in the world-famous "roll the line" level. Fixed that bug.
07.04.2011 |dustbin::games: stunt marble racers
 Another small bugfix. In two of the levels, "the wall" and "precision" all four marbles were present even in single player mode. Fixed that. I also removed the training levels.
27.03.2011 |dustbin::games: stunt marble racers
 A little update: added some additional signs to some levels just to get some population into them.
22.03.2011 |dustbin::games: stunt marble racers
 I have added 4 new racetracks to "Stunt Marble Racers" which can be found as the "Rollercoaster" series at the end of the list of racetracks. Have fun with them.
13.03.2011 |dustbin::games: stunt marble racers
 This is a little bugfix update. There were some levels that had errors in due to some modifications I applied to the IrrOde wrapper some time ago (e.g. the "rotor" track). These errors are now fixed again.
27.02.2011 |bulletbyte.de: IrrEditProjectManager update
 A small update for the IrrEditProjectManager: added a little sleep in the main loop to decrease the amount of CPU the program uses.
26.02.2011 |bulletbyte.de: new Project "IrrEditProjectManager"
 This project is a little "addon" to the Ambiera IrrEdit scenery editor. I really love this editor, mainly because of it's flexibility. It can easily be enhanced by creating plugins. There is just one thing that's missing: some project management.
22.02.2011 |bulletbyte.de: "RandomForestPlugin" update
 Added some functionality to the RandomForestPlugin: now it shows the border of the forest in IrrEdit. Also uploaded a new version of IrrOde where the IrrOdeCar demo reflects this change.
19.02.2011 |bulletbyte.de: new Plugin "RandomForest"
 I have created a new plugin for the IrrEdit scene editor: the Random Forest Plugin. You can specify an area in your scene and have it populated with trees. It's also possible to add more than one forest to a scene. I have also added two forests to the IrrOdeCar demo of my IrrOde wrapper as a demo.
31.01.2011 |bulletbyte.de: new level for JSGravity
 I added a new level to my latest JavaScript game "JSGravity". Have fun with it.
22.01.2011 |bulletbyte.de: IrrOde update
 Added ODE's "approx" flags to IrrOde's surface parameters. Thanks to ulao from the Irrlicht forum for pointing out these were missing.
15.01.2011 |bulletbyte.de: new JavaScript game
 You can find a new JavaScript game named "JSGravity" on the bulletbyte homepage. It's a little spaceship game "inspired by Thrust", a C-64 classic. Have fun with it, and don't hestitate to write a comment into my guestbook.
11.12.2010 |bulletbyte.de: IrrOde update
 The main fix in this update can be found in the IrrOdeCar demo: if you shoot a bullet or shell with a tank or airplane it sometimes occured that it exploded immediately. This is now fixed.
I have also brought the IrrOdeCar demo a step further with the long-term target of networking. Now there are four cars, four planes, two tanks and two helicopters.
04.12.2010 |bulletbyte.de: IrrOde update
 Got a new version online:
  • removed the IrrOdeMarble project
  • added new attributes to CIrrOdeTorque. It's not possible to influence how much roll, pitch and yaw is applied
  • Updated the IrrOdeCar demo trying to bring down the size of the replays
20.11.2010 |Projects updated to Irrlicht 1.7.2
 The projects "IrrOde" and "AdvancedParticleSystem" from bulletbyte.de and "Stunt Marble Racers" from dustbin-online.de have been updated to the latest Irrlicht version (1.7.2).
18.11.2010 |bulletbyte.de: IrrOde update
 Updated the IrrOdeCar demo with the latest version of the advanced particle system: now there are explosions whenever you shoot something.
18.11.2010 |bulletbyte.de: advancedparticle update
 I finally got the IrrEdit plugin with the advanced particle system working, and I added a new emitter: the "explosion emitter".
12.11.2010 |bulletbyte.de: "Advanced Particle System Node"
 I have created a new project: the "Advanced Particle System Node". It's based on the original Irrlicht ParticleSystemSceneNode, but it comes with better (de)serialization and a clone method. The things I always missed in the original.
08.11.2010 |bulletbyte.de: two new JavaScript games
 I have added two new JavaScript games to the bulletbyte.de homepage:

  • Teddyblow: blow up as many teddybears as possible (Teddyblow)
  • JSBuggy: a little sidescrolling 2d buggy game where you have to pass a track as fast as possible (JSBuggy)
01.11.2010 |bulletbyte.de: IrrOde update
 It's been a few weeks now, but here's a new version which adds some recording feature to IrrOde. This feature has been adapted from "Stunt Marble Racers". You can hit the "F2" key in the "IrrOdeCar" demo to start a recording and to stop and save it. The (yet very simple) IrrOdeRePlayer will check for this recording (located in "data/replay/car.rec") and replay it. There are still some problems, but in gereral it works.
09.10.2010 |bulletbyte.de: IrrOde update
 I finally found a way around the gimbal lock problem in the IrrOdeCar demo. The current demo is working again. If you use IrrOde in your project you should just make sure that the initial rotation of a body does not cause a gimbal lock. It works, but it causes some jittering.
05.10.2010 |bulletbyte.de: IrrOde update
 This is just a little fixed upload, there were some new files (in the "source/observer" and "include/observer") missing so that it was not possible to compile IrrOde out of the box.
30.09.2010 |homepage update
 Because of reported problems with my downloading system I did a redesign of this system. Should now work without problems (note that you still can only download (even try to) a program only once per hour).
06.09.2010 |bulletbyte.de: IrrOde update
  • updated IrrOdEdit project
  • fixed little ifdef bug
  • moved body ids in some events from u32 to s32
  • added "isObservable" to IIrrOdeEvent
  • removed double body-removal from IrrOdeCar's projectile class
  • some improvements in the world observer
  • Added the start of IrrOdeWorldObserver. This class will be an important part for the coming replay and network functionality.
  • added "clone" method the events
  • updated vc2008 project
  • extracted the event queue from the CIrrOdeManager class into it's own class "event/CIrrOdeEventQueue"
  • events are now forewarded to the listeners as soon as they are posted (no more caching of events)
  • initialization of IrrOde changed: instead of setting the timer and scene manager there is now a single call "CIrrOdeManager::install" that must be called with the Irrlicht device as parameter before anything else of IrrOde is called
  • Moved the "body moved" callback that updates the scene graph from CIrrOdeWorld to CIrrOdeManager
  • added a "CIrrOdeEventQueue" header that will be used to separate the queue from the CIrrOdeManager class for reuse purposes
27.08.2010 |dustbin::games: stunt marble racers
 Argh ... forgot the initialization of a variable which leads to using the netbook version of the levels (if available). Fixed this with the latest upload.
26.08.2010 |dustbin::games: stunt marble racers
 Fixed some more netgame issues:

  • Sound does now work - even on client
  • the client follows the server when it comes to netbook-ready level selection
  • now the images showing the checkpoints of the lap that have been passed also work - it's been an issue in the scenery files
15.08.2010 |dustbin::games: stunt marble racers
  • fixed bug with displayed hiscore position after net race
  • fixed bug with server name: when changing the server's IP address in the "netgame" dialog the new address is used with the next connection try, not the old one
  • added "0.5" angular damping to finished players
  • Fixed render to texture for clients in network game
  • added dependency to project
  • fixed network playing
  • Some modifications in the World Observer / Replay stuff to make this code more general for moving it to IrrOde later on
08.08.2010 |bulletbyte.de: IrrOde update
  • Added method to CIrrOdeManager that encapsulates the "loadScene" method of the Irrlicht scene manager
  • some cleanup work done
  • Fixed buffer size bug in IrrOdeCar
  • new car model in IrrOdeCar
  • added a progress bar to IrrOdeCar initialization
30.07.2010 |dustbin::games: stunt marble racers
 Just a little cosmetic change: added a progres bar I found in the Irrlicht forum to show the level loading progress.
26.07.2010 |bulletbyte.de: IrrOde update
 Finally I managed to get rid of the memory leak I introduced almost a year ago. The current version doesn't leak at all (at least no leak was observed when using the IrrOdeCar demo).
26.07.2010 |dustbin::games: stunt marble racers
 New version linked to the leakless version of IrrOde. If you observe the program with the task manager you will notice that the memory usage does still increase, but this comes from the recording feature.
17.07.2010 |bulletbyte.de: IrrOde update
 Fixed a little bug in the selection of objects in the IrrOdeCar demo: it now works for all objects that can be removed.
15.07.2010 |dustbin::games: stunt marble racers
 Another bugfix with the replay system: it does no longer crash, even if you try to watch a second replay. I also added a "pause" function which can be toggled using the "Space" key.
14.07.2010 |dustbin::games: stunt marble racers
 Fixed a bug in the replay mode caused by the modified event handling in IrrOde. Replay does now work again.
11.07.2010 |bulletbyte.de: IrrOde update
 Fixed methods to remove objects from a scene created with the "IrrOdEdit" plugin and added the possibility to remove parts of the scene to the IrrOdeCar demo.
11.07.2010 |dustbin::games: stunt marble racers
  • fixed bug with network game. It was not working for the last two or three versions due to modifications in the IrrOde message queue
  • added a special "netbook" mode. This was necessary because the bottleneck in my netbook was not the graphics chip (Nvidia ION) but the processor that has problems calculating the phyics of complex levels
28.06.2010 |bulletbyte.de: IrrOde update
  • added a flag "updateGraphics" to CIrrOdeBody. With this flag you can disable the automatic update of the graphical representation of an ODE body. This is useful for "dummy bodies" that are just used to have more than one joint connect two bodies (e.g. a slider and hinge for a car's wheels)
  • added a "collision group" value to CIrrOdeGeom. Geoms with the same value not equal to zero won't collide. Useful for dummy bodies, e.g. to make sure the car's wheels don't collide with anything else of the car
22.06.2010 |bulletbyte.de: IrrOde update
 Another small update: you can now specify a name for the parameters of bodies and reuse them with other bodies (there is a "useDefined" flag). This feature is available in the IrrOdEdit plugin.
20.06.2010 |bulletbyte.de: IrrOde update
  • fixed some nasty bug with CIrrOdeJointSlider and joints in general
  • removed deprecated and unused geom parameter "isSurfaceMaster"
  • added some ODE functions to CIrrOdeBody, IIrrOdeDevice and it's implementations
  • improved the IrrOdeMarble and the IrrOdeCar demo
  • updated IrrOdEdit project
20.06.2010 |dustbin::games: stunt marble racers
 Little update without new functionality: moved the project to the Code::Blocks 10.05 IDE and to the latest IrrOde wrapper.
15.06.2010 |bulletbyte.de: IrrOde update
 Added a XCode project to the zip file. Thanks to bluecat from the Irrlicht forum for providing this.
10.06.2010 |bulletbyte.de: IrrOde update
  • moved the Code::Blocks project to Code::Blocks 10.05
  • remove some old methods
  • some "const" adaptions for the latest gcc
  • added implementation of the set and get methods for the world's ERP and CFM to CIrrOdeWorld
  • fixed a bug in CIrrOdeAeroDrag for reverse moving objects (it's not a real fix but a workaround)

I also started a project for IrrOde on sourceforge.net where you can always access the latest code of IrrOde, often before a new version is available for download on bulletbyte.de: http://sourceforge.net/projects/irrode/
03.06.2010 |bulletbyte.de: IrrOde update
  • added new event CIrrOdeEventProgress which is posted after each initialization step
  • added CIrrOdeSceneNode::initPhysics implementation (posting CIrrOdeEventProgress events)
  • made sure CIrrOdeSceneNode::initPhysics is called from all initPhysics methods
  • updated project files for new event
31.05.2010 |bulletbyte.de: IrrOde update
 Another tiny update: I improved the config controller and added the new functionality to the IrrOdeCar demo.
31.05.2010 |bulletbyte.de: irrCC update
 Config controller improved:

- it is possible to define axes that return values between -1 and 1 - there is now a new type called "Fader" that is useful e.g. to control the thrust of an airplane

See the IrrOdeCar demo of IrrODE for the use of all the new functions.
28.05.2010 |bulletbyte.de: IrrOde update
 Fixed a nasty little bug: the axes of joints attached to a body with a rotation that is not equal to (0,0,0) are now correct.
25.05.2010 |bulletbyte.de: IrrOde update
 This time it's a little update. I modified the IrrOdeCar demo, the name of which is now (again) closer to what it is. I added 2 new cars with suspension, one with a rigid axle (use the "Select Car" button), and one with independent wheel suspension for all four wheels (use the "complex car"). The already known car is still available using the "Select Simple Car" button.
22.05.2010 |bulletbyte.de: IrrOde update
 This time I fixed a nasty little but in CIrrOdeGeomTrimesh::removeFromPhysics. This method does now work. Thanks to Darkcoder from the official Irrlicht forum for reporting this bug and helping me with the solution.
18.05.2010 |bulletbyte.de: IrrOde update
 Uploaded a new version with minor changes to IrrOdeCar. This demo is now linked to the static ODE lib, because there are some collision issues with static trimeshes when using the dynamic link version. I also replaced the CIrrOdeGeomHeightfield by a CIrrOdeGeomTrimesh for this demo as suggested as workaround in the ODE forum.
18.05.2010 |bulletbyte.de: new IrrEdit plugin
 I just uploaded a new plugin for IrrEdit: the VertexAlignPlugin. It contains a scenenode that helps you to align your other scene nodes (of the AnimatedMeshSceneNode).
15.05.2010 |bulletbyte.de: IrrOde update
 With the new version the handling of fast moving object collisions is improved. Collision is now not only detected between bodies, but also between bodies and static meshes.

I also added a road to the IrrOdeCar demo that connects the airfield, the car jump and the tank's shooting ground.
09.05.2010 |bulletbyte.de: IrrOde update
 Moved the functionality of the airplane from the IrrOdeCar demo to the IrrOde lib. Created 3 new motors:

- CIrrOdeAeroDrag
- CIrrOdeImpulseMotor
- CIrrOdeTorqueMotor

all these new motors are subclasses of the new interface IIrrOdeStepMotor.
02.05.2010 |bulletbyte.de: IrrOde update
 This time it's a nice update: I activated the plane that has been around in the IrrOdeCar demo for quite a long time. I figured out how to get it behave in a way I like - far from being realistic, but I think it's OK.
27.04.2010 |bulletbyte.de: IrrOde update
 Added a new feature: it is now possible to mark a body as "fast moving". If this is done a ray will be cast from the old position to the new position after each step to detect missing collisions with other bodies. This is a nice feature, but it does have some drawback:
- only body-body collisions are detected
- only linear movement is compensated. Fast rotating bodies can still pass each other
- the collision between two fast moving bodies will not be detected (unless the do a "real ODE collision")
23.04.2010 |bulletbyte.de: IrrOde update
 - fixed IrrOdeCar
- fixed problem with motors, servos and disabled bodies
- enabled collision of ray with static geoms
20.04.2010 |bulletbyte.de: IrrOde update
 I have added a nice little tool that might make development of games and levels a lot easier and less work: the IrrOdeSurfaceEdit. You can use this tool to define all surface parameters in a central xml file and reference these settings later on.
16.04.2010 |bulletbyte.de: IrrOde update
 This time I added support for .bsp (Quake3) levels and the Irrlicht octree scenenode.
10.04.2010 |bulletbyte.de: IrrOde update
 - fixed demo projects for removed CIrrOdeEventCollision
- fixed case issues for building with Linux
06.04.2010 |dustbin::games: stunt marble racers
 Another update: I have added video screens near the track where you can watch a live broadcast of the race. This is just a little eye-candy. The camera switches the focus between all players at a regular interval.
04.04.2010 |dustbin::games: stunt marble racers
 Stunt Marble Racers does now have a nice new feature: the Ghost Player. In singleplayer mode you can store a ghost file (the fastest lap of the game), and you can race against this ghost afterwards.
29.03.2010 |dustbin::games: stunt marble racers
 Adapted modifications from IrrOde:

- network communication is now handled through the IrrOde message pipeline
- the replay function also works with the IrrOde message pipeline now
- added events for all things except world updates (which were added to IrrOde)
29.03.2010 |bulletbyte.de: IrrOde update
 This is a major update:

- modified event handling so that (for future projects) all network and replay stuff can be done through events
- moved fuctionality to update irrlicht scene from the ode device to the world object
- removed CIrrOdeEventCollision event. Collision data is now integrated in the CIrrOdeBodyMoved event
16.03.2010 |dustbin::games: stunt marble racers
 - enhanced skid sound
- fixed some typos in manuals

some fixes for the network game:

- result now shows all players
- game is ended after the current lap even if player1 is not the winner
- sound on server now correct
14.03.2010 |dustbin::games: stunt marble racers
 It's done. I just put a new version of Stunt Marble Racers online where the network game is a tournament. Some things still need to be done:

- sound. doesn't work as it should
- go back to the net game screen after a tournament is finished
- improvement of the replay mode
- graphics enhancement. I'll wait for Irrlicht 1.8 and the new shadow system for that
06.03.2010 |dustbin::games: stunt marble racers
 - modified some levels
- pre-work for network tournament
02.03.2010 |dustbin::games: stunt marble racers
 - added level "trenchrun"
- redone level "tube racing"
- modified both training levels to work with netgame
26.02.2010 |dustbin::games: stunt marble racers
 - little fix with rear view mirrors
- merged all game-specific Irrlicht custom scene node factories to a single factory
- added level "crossing bridges"
- switched from Irrlicht 1.6 to Irrlicht 1.7.1
19.02.2010 |dustbin::games: stunt marble racers
 - added rear view mirror
- added blimp cam in replay
- adapted levels to change in IrrODE
- added 2 levels
- complete re-structuring of data/levels directory
- moved most textures to a single folder "data/levels/textures"
06.02.2010 |dustbin::games: stunt marble racers
 Yet another step closer to complete network gaming:

- "game over" state fixed for more than 2 players
- replay can now replay races with more than 2 players
- fixed a bug in racetime display on network clients
- Renamed game to "Stunt Marble Racers"
- fixed result calculation for more than 2 players
- added some enhancements to network clients
16.01.2010 |dustbin::games: marbles2 - the race
 - one step close to full network support - now works with 4 players, levels updated
- Fixed netgame client camera to prevent "wobbling" movement.
06.01.2010 |dustbin::games: marbles2 - the race
 - Second try for network game ... This time it works!
- follow cam added to replay
- some more networking preparations
23.12.2009 |dustbin::games: marbles2 - the race
 - Replay system added
- added IrrOde namespaces
- CIrrOdeWorldObserver and IIrrOdeWorldListener added
12.12.2009 |dustbin::games: marbles2 - the race
 - removed directx8 support
- added level integrity checks
11.12.2009 |dustbin::games: marbles2 - the race
 - added tournament mode
- added editPack manual
- modified some levels
13.11.2009 |dustbin::games: marbles2 - the race
 - switched to Irrlicht 1.6
- major rewriting of class "CGame"
03.11.2009 |dustbin::games: marbles2 - the race
 Preview Scene Node added, levels adjusted
01.11.2009 |dustbin::games: marbles2 - the race
 - added new level "triangle jump"
- added marble follow camera animator
30.10.2009 |dustbin::games: marbles2 - the race
 Now it's only one respawn point per checkpoint
25.10.2009 |dustbin::games: marbles2 - the race
 - some new levels
- some modified levels
- removed single lap mode
- added "respawn" control
11.10.2009 |dustbin::games: marbles2 - the race
 improved sound
06.10.2009 |dustbin::games: marbles2 - the race
 - fixed splitscreen mode
- all settings are now stored in a single file
04.10.2009 |dustbin::games: marbles2 - the race
 - level "race_5" modified
- playername bug fixed
29.09.2009 |dustbin::games: marbles2 - the race
 - added damping parameters for materials of static geoms
- modified levels with damping parameters of static geoms
27.09.2009 |dustbin::games: marbles2 - the race
 Modified some levels
25.09.2009 |dustbin::games: marbles2 - the race
 little bugfixes
21.09.2009 |dustbin::games: marbles2 - the race
 completed multiple materials for static trimeshes
13.09.2009 |dustbin::games: marbles2 - the race
 some little fixes, e.g. "the wall"
11.09.2009 |dustbin::games: marbles2 - the race
 - added highscores
- modified racecam/freecam
- new level
07.09.2009 |dustbin::games: marbles2 - the race
 Added sound
04.09.2009 |dustbin::games: marbles2 - the race
 - modified level selection dialog
03.09.2009 |dustbin::games: marbles2 - the race
 - added irrKlang
- switched to gcc
- switched to static ODE lib
- added credits
26.08.2009 |dustbin::games: marbles2 - the race
 a step closer to the final game...
21.08.2009 |dustbin::games: marbles2 - the race
 racing mode now (more or less) working, infoscenenode added
18.08.2009 |dustbin::games: marbles2 - the race
 - added checkpoint checker base class
- added checkpoint checker class for "reach the target" races
- added first racetrack level
17.08.2009 |dustbin::games: marbles2 - the race
 RaceCam working
14.08.2009 |dustbin::games: marbles2 - the race
 Game functionality added

- checkpoints activated
- respawn points added
- player disabled as he reached finish-checkpoint
13.08.2009 |dustbin::games: marbles2 - the race
 - added VC++ project - added levels - added managed shadows
03.08.2009 |dustbin::games: marbles2 - the race
 a first version of my new game "marbles2 - the race" can be downloaded from dustbin-online.de
26.02.2010 |bulletbyte.de: IrrOde update
 Switched from Irrlicht 1.6 to Irrlicht 1.7.1
14.02.2010 |bulletbyte.de: IrrOde update
 - added functionality to limit collision detection to certain materials in CIrrOdeGeomBox
- fixed clone-bugs for all geoms
09.01.2010 |bulletbyte.de: IrrOde update
 Little de-initialization bugfix
27.12.2009 |bulletbyte.de: IrrOde update
 - New events added (CIrrOdeEventInit and CIrrOdeEventClose)
- little bug fixed in CIrrOdeEventBodyMoved
23.12.2009 |bulletbyte.de: IrrOde update
 added namespaces
13.11.2009 |bulletbyte.de: IrrOde update
 switched to Irrlicht 1.6
29.09.2009 |bulletbyte.de: IrrOde update
 - added damping parameters for materials of static geoms
17.09.2009 |bulletbyte.de: IrrOde update
 completed multiple materials for static trimeshes
13.09.2009 |bulletbyte.de: IrrOde update
 prepared multi surface parameter for single static trimesh
07.09.2009 |bulletbyte.de: IrrOde update
 Some little fixes
20.06.2009 |bulletbyte.de: IrrOde update
 Added "IrrOdeMarble"
26.05.2009 |bulletbyte.de: IrrOde update
 VC 2008 Projects added
05.04.2009 |bulletbyte.de: IrrOde update
 IrrOdeCar improved
30.03.2009 |bulletbyte.de: IrrOde update
 IrrOdeDevice completed
23.03.2009 |bulletbyte.de: IrrOde update
 - added adaptive steering to IrrOdeCar
- added help screens to IrrOdeCar and IrrOdePlayground
21.03.2009 |bulletbyte.de: IrrOde update
 IIrrOdeDevice added (+implementation, +NULLDevice)
17.02.2009 |bulletbyte.de: IrrOde update
 Some Updates, e.g. update to Irrlicht 1.5 and ODE 0.11
10.01.2009 |bulletbyte.de: IrrOde update
 - joints added
- joint limits added
- joint motors added
05.01.2009 |bulletbyte.de: IrrOde update
 - redesigned directory structure (again)
- added joints
28.12.2008 |bulletbyte.de: IrrOde update
 Trimesh now working correctly
26.12.2008 |bulletbyte.de: IrrOde update
 CIrrOdeGeomTrimesh -- first attempt
21.12.2008 |bulletbyte.de: IrrOde update
 - added Events
- Cylinder Geom added
- directory structure redone
16.12.2008 |bulletbyte.de: new project: IrrOde
 A new project can be found in the Irrlicht section: IrrODE, a wrapper to easily integrate the Open Dynamics Engine into an Irrlicht project.


The software is provided "as is", without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose, title and non-infringement. In no event shall the copyright holders or anyone distributing the software be liable for any damages or other liability, whether in contract, tort or otherwise, arising from, out of or in connection with the software or the use or other dealings in the software.