work-in-progress
add UDP network connection for physics client <-> server. also set spinning friction in rolling friction demo (otherwise objects may keep on spinning forever)
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@@ -11,14 +11,18 @@ B3_DECLARE_HANDLE(b3SharedMemoryCommandHandle);
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B3_DECLARE_HANDLE(b3SharedMemoryStatusHandle);
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///There are several connection methods, see following header files:
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#include "PhysicsClientSharedMemory_C_API.h"
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#include "PhysicsClientSharedMemory2_C_API.h"
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#include "PhysicsDirectC_API.h"
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#include "PhysicsClientUDP_C_API.h"
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#include "SharedMemoryInProcessPhysicsC_API.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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///b3ConnectSharedMemory will connect to a physics server over shared memory, so
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///make sure to start the server first.
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///and a way to spawn an OpenGL 3D GUI physics server and connect (b3CreateInProcessPhysicsServerAndConnect)
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b3PhysicsClientHandle b3ConnectSharedMemory(int key);
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///b3DisconnectSharedMemory will disconnect the client from the server and cleanup memory.
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void b3DisconnectSharedMemory(b3PhysicsClientHandle physClient);
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