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Releases: kbogert/falconunity

Fix a networking issue

22 Jan 22:21
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On machines with IPv6 configured Unity might try to use IPv6 to contact the falconunity server, which is currently set to only connect to IPv4. This release adds an option to FalconMain.cs to choose the protocol to use to connect to the server, which gets around this issue.

All previous warnings still apply to this release

Update libraries and rebuild

21 Apr 04:17
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Updated Bullet to 2.82 (plus a fix), Boost 1.58, and build system to Visual C++ 2013 Update 4

All warnings from v0.2 and v0.1 apply to this release!

Better firm and static object handling

18 Jul 16:09
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This release improves the response of the falcon when pushing against very firm objects (those with the K parameter > 0.25 for instance). It now feels much less spongy when initially contacting them.

Also a rudimentary stab at preventing the god object from pushing through solid objects is done, I've had it work with default parameters for objects up to a K of 0.5.

All warnings from v0.1 apply to this release as well!

Initial Release

02 Jul 02:16
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Initial Release Pre-release
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We are releasing this as is, the current version of the code works but can suffer serious performance degradation when handling complex shapes. This can result in the Novint Falcon going haywire and causing injury to you if you're not careful.

Your Mileage May Vary, you've been warned!

Stick to simple shapes and reasonable physics parameters (weight, rigidity, etc) and it should be ok.

What is really needed is a convex decomposition of the object meshes coming in from unity, right now we are just using btTriangleMeshes and GImpact.