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Author Topic: Physics  (Read 14585 times)

mysterycoder

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« Reply #45 on: May 26, 2006, 09:34:53 PM »

Cool, loadRigidBody works now :P
I'll make a rigidbody colision file for the robot later, right now I'm using Garage_Stand.rb, which was from the demo. The size is a lot smaller, so if it loaded it correctly you'll see a white thing behind the robot on the screen.

I'm pretty sure the memory leaks in PhysicsBody.cpp are false alrams, because I'm deleting the objects it says there are memory leaks on. I'm not usre about the others though.

edit:
@pjcast, what do you think about extending the RigidBody designer? Maybe when OpenGui is ready?
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FuSiON

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« Reply #46 on: May 26, 2006, 10:36:32 PM »

I've compiled the RigidBodyDesigner and I'm currently looking at wxWidgets to replace CEGUI, so we can extend it more easily to our needs.

About the Actor thingie, what I meant is that we would have always redundant methods for the actor that won't work if physics for that actor is disabled. Thats the problem I had with the actor class in WGE. There was the bool value in the constructor that had enabled the physics wich made the translate and rotate methods non functional.
If we make a clear cut there and differenciate between PhysicalActors and normal Actors with only collision detection it would make things much clearer. Or am I missing something here?  :)
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mysterycoder

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« Reply #47 on: May 27, 2006, 11:37:42 AM »

With OgreNewt, I don't believe it is possible to disable physics, and only enable colision detection, maybe we could have an Actor class, then a PhysicsBody class, and a PhysicalActor class. Then the PhysicalActor would inherit from Actor and PhysicsBody. If the user wanted to, then they could make their own class inherit from Actor, so they could do whatever they wanted it to do. Such as adding methods for translation, rotation, etc. by using Ogre methods, and not have them controlled by physics.

As for the Rigid Body Designer, how far do you plan of extending it? I was thinking of adding support for joints, and making it a bit easier to use. I think a in-engine gui would be plenty for that. But, if you are going to take it farther than that, then it would be good to have a native gui. The only problem I could foresee, would be if you use WGE to program the editor, I don't think Squirrel has wxWidgets bindings. Of course you could always use WGE from C++.
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mysterycoder

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« Reply #48 on: May 27, 2006, 08:31:24 PM »

Well, seeya everyone, I'll be pretty much gone for the next two weeks until my finals are over, and school ends  :x
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FuSiON

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« Reply #49 on: May 28, 2006, 02:09:06 AM »

Good luck with your finals  :D .


In the first step I wan't to improve the usability of the designer itself by adding transformation gizmos to the scene and use a more flexible UI. When this is done we can still decide in wich direction the editor should go. We could extend it to an Actor editor to modify the actors for a game in a more visual way than through scripting. For this I think it would be the most practical way to define a generic file format for an actor. In this file there could be values stored like its mesh file, the collision objects, health, speed and so on.
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OvermindDL1

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« Reply #50 on: May 28, 2006, 09:10:12 AM »

Yes, you can have OgreNewt just be collision detection in the vein of like OpCode, you lose the nice things like materials and such though if the physics simulation is not actively running, but it is very lightweight as just a collision engine.
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pjcast

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« Reply #51 on: May 30, 2006, 04:37:55 PM »

And, it is still possible to have other types of objects that are not "Actor"'s if the need arises. As, such things as bullets, or other types of effects like those will likely be light weight objects, and not be an actors.
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