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Author Topic: Physics  (Read 14585 times)

pjcast

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« on: April 16, 2006, 10:34:56 PM »

Well, I tried my hand at compining Ogrenewt. Both cvs (absolute newest - using Dev access), and the download from the site. In either case, i got errors. Related to boost - and god, I hate boost.

If you can compile it and want to give it a go, then by all means. If not, then we could use Newton without the wrapper.
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mysterycoder

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« Reply #1 on: April 17, 2006, 10:35:04 AM »

It compiled fine for me  :D , I got the demos running too. Do you want me to upload the .lib file. By default it is compiled as a static lib, do you want me to change that?
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mysterycoder

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« Reply #2 on: April 17, 2006, 02:10:55 PM »

Ok, I built OgreNewt from the latest anonymous CVS as a DLL. You'll need the newest Newton SDK. It is built against Ogre 1.20 RC2 . http://sfp.homeip.net/OgreNewtDLL.zip :)

edit: I believe this is the non-boost version

edit 2: Added headers to the zip
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pjcast

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« Reply #3 on: April 17, 2006, 06:10:21 PM »

Did you include some demos in the zip? Anyway, cool beans. The non-boost one sounds better too me. CEGUI use to use boost::bind, and it took forever to compile. When CE removed boost, it only took 3-4 minutes to compile.
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mysterycoder

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« Reply #4 on: April 17, 2006, 07:23:02 PM »

I'll upload some demos when I get home  :D  They'll probably be up by tommorow.
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pjcast

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« Reply #5 on: April 18, 2006, 10:25:43 AM »

How do you feel about attempting to add in physics support? I think there should be a class (not sure what to name it) which the Actor class maintains a pointer to... Something like PhysicsObject.. Somehow, this could be populated with coldet primitive types (ie boxes, cylinders, etc) which make up the collision entity... Also, it could support trimesh, but that is typically much slower and not always as stable as using the basic coldet objects for collisions.

In anycase, i think i am going to start working on the camera system, (and then go back and implement theora fully, and also clean up some of the sound system internals).. As, i feel that v0.1 has been met, and it is time for some demo work, which needs camera's and physics to really rock.

Though, if you don't want to work on physics, that's fine, perhaps more tweaking to actor class, in regards to animations, materials, sub materials, turning on/off submesh visibility.. Plus, there is also particles.. anyway, whatever you feel like working on :D
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mysterycoder

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« Reply #6 on: April 18, 2006, 12:50:04 PM »

Sure, I'll give physics a go  :) , I'll get trimesh working first, since that is simpler from what I gather. Then, after that is working, I'll do it with collision shapes.

btw, what kind of demo would you like to make?, and do you have any models, aside from the default Ogre ones that we could use?
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pjcast

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« Reply #7 on: April 18, 2006, 12:56:33 PM »

I don't have any ideas really of what type of demo to do.. I was kind of thinking of maybe mini-games.

Each level loaded could be a seperate game. One such easy to make game could be a moon lander type game.. Just land a craft on a platform - uses a little bit of physics, sound effects, not too much eye candy.

Another would just be a walk through little outdoor scenery with some ambient sound effects, water reflections, grass/trees, and a couple little water falls.

Anyway, just some ideas, do you have any ideas for little mini-games?

As far as models, nope nothing here. For the most part, we could use royalty free models off of various 3D art sites. Or, if we actually had an artist. :D
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mysterycoder

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« Reply #8 on: April 18, 2006, 03:09:45 PM »

Well, I think I've found a 2D artist that can do some stuff for us, textures, etc.  :P
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mysterycoder

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« Reply #9 on: April 18, 2006, 03:25:42 PM »

Quote

/*
   OgreNewt Library

   Ogre implementation of Newton Game Dynamics SDK

   OgreNewt basically has no license, you may use any or all of the library however you desire... I hope it can help you in any way.

      by Walaber

*/


Since there is no licence, should I static-link it, or dynamic-link it?
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pjcast

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« Reply #10 on: April 18, 2006, 03:39:21 PM »

Are you planning to use Newton itself? Or Newton via OgreNewt?

If via Ogrenew (as a dll?)t, just static link it to OgreNewt. Though, it has a license, just that you have to inform them of your project using it, and show it on any "credits" - not sure if this counts towards middleware like WGE, or just actual apps. In anycase, we are just testing it for now, and once we are 100% certain to use it (as in, tested and works), we can email them and make a credits screen and some credits in the documentation :)

Though, OgreNewt is also public domian IIRC, so we could either be static linking to that. But, I had a thought, that we just modify OgreNewt to suit our needs.. by adding SqPlus bindings to it, or whatnot.. Though, whatever you want to try it as right now. I can't say much about the design, as I have yet to study any of the Newton demos or OgreNewt demos.
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mysterycoder

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« Reply #11 on: April 18, 2006, 03:58:03 PM »

I'm planning on using OgreNewt, so I'll static-link it.
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mysterycoder

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« Reply #12 on: April 20, 2006, 05:10:41 PM »

Physics is going pretty well. Just one question would you rather have a seperate physics object, or just integrate it straight into the Actor class?
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pjcast

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« Reply #13 on: April 20, 2006, 05:34:50 PM »

It depends mainly on if all actors will always have physics? I can't say for sure.. :/

For now, I would integrate all the stuff directly into Actor.. As long, as there is a way to turn if off per created actor, if not, a seperate class which can be assigned or not depending on the need for physics.
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mysterycoder

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« Reply #14 on: April 21, 2006, 09:17:49 AM »

I had a bunch of naming conflicts with Ogre after you added WGE::SceneNode. They took me a while to track down, but there actually turned out to be a couple of stray using namespace Ogre; in some of the OgreNewt header files, instead on in the cpp files. Also there is one in line3d.h too. But it is all working well now, we have a falling robot with proper inertia and mass calculations too  :P
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