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'n ddrylliog
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« on: 22. March 2007, 05:14:25 pm » |
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In my very humble opinion, this isn't (even nearly) optimal.
If true, this is absolutely true!! In fact, I consider that the physic data is hardly the same as graphic data. E.g. for meshes (trimeshes used in Physic Simulation), you will probably have a lower-res mesh for physic than for the graphic representation. Additionnally, you will probably have a LOD system for your graphics while you're going to use an Octree space division in order to speed up your simulation, so... These objects are linked but this is false : Graphic object ----composed--of----> Physic Object
This is right : /------------> Graphic object Game Object --composed--of--< \------------> Physic object
(aside from game-specific aspects). But since I'm not an engineer (yet), you can just discard my saying with a "pff, irritating n00b" 
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Patheros
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« Reply #1 on: 22. March 2007, 06:41:52 pm » |
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Wow, its nice to know everyone is so interested in what I'm doing ;-).
To answer what I am actually doing: I'm not sure. I'm keeping my options open. I would agree that Xith is not optimized for physics.
My question to you Amos is where can I look for nice XPAL (or JOODE) examples and tutorials. I need to figure out how/if it will suit my needs.
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"I like my method, what was my method again?" - Jon
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'n ddrylliog
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« Reply #2 on: 23. March 2007, 01:48:59 pm » |
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My question to you Amos is where can I look for nice XPAL (or JOODE) examples and tutorials. I need to figure out how/if it will suit my needs.
Well, Xith3D (and my whole work) is mostly on-demand development. So tell me your needs, and I'll tell you, how to manage it with what's existing, or I'll implement (relatively soon) what's missing.
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Patheros
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« Reply #3 on: 23. March 2007, 03:42:43 pm » |
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Well, Xith3D (and my whole work) is mostly on-demand development. So tell me your needs, and I'll tell you, how to manage it with what's existing, or I'll implement (relatively soon) what's missing.
Well I don't know much about JOODE, but here is a list what I need: - Geometries Collisions w/ Semi-realist Physics
- Applying Forces and Torques
- Collision Callbacks to allow custom code to happen on collision
- Ray Intersection with Geometries
- Bound Loading from modes (At least this would be cool)
- At some point maybe joints
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"I like my method, what was my method again?" - Jon
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'n ddrylliog
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« Reply #4 on: 23. March 2007, 03:51:11 pm » |
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JOODE does all that. As far as XPAL is concerned, most things about collisions are there, the simulation part is missing (to come).
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Patheros
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« Reply #5 on: 24. March 2007, 07:29:50 pm » |
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JOODE does all that. As far as XPAL is concerned, most things about collisions are there, the simulation part is missing (to come).
JOODE allows you to load geometry's from model files? What formats does it support?
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"I like my method, what was my method again?" - Jon
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'n ddrylliog
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« Reply #6 on: 24. March 2007, 07:46:14 pm » |
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JOODE allows you to load geometry's from model files? What formats does it support?
JOODE has triangle mesh support. XPAL will make the conversion from Xith3D geometries (which could be loaded from COLLADA/Cal3D/OBJ/MD2/ASE/3DS/AC) to JOODE trimeshes. See ? No duplicated code.
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Patheros
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« Reply #7 on: 24. March 2007, 09:01:21 pm » |
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@Amos: Next question. What is/will be the interface/protocol for collision call backs?
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"I like my method, what was my method again?" - Jon
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'n ddrylliog
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« Reply #8 on: 25. March 2007, 07:41:52 pm » |
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@Amos: Next question. What is/will be the interface/protocol for collision call backs?
See the CollisionListener class in org.xith3d.physics.collision
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Patheros
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« Reply #9 on: 25. March 2007, 10:19:35 pm » |
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@Amos: 1) Are there any examples of this in use?
2) How is JOODE for cross platform support? Is there a place I can download precompiled natives for all the major OS'?
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"I like my method, what was my method again?" - Jon
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Marvin Fröhlich
Xith Lord
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May the 4th, be with you...
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« Reply #10 on: 25. March 2007, 10:48:25 pm » |
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2) How is JOODE for cross platform support? Is there a place I can download precompiled natives for all the major OS'?
As far as I know, JOODE is pure Java and doesn't depend on any natives. So it is as platform independent as Java itself. Marvin
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'n ddrylliog
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« Reply #11 on: 26. March 2007, 04:35:39 pm » |
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1) Are there any examples of this in use?
Not in a public repository. I have some examples locally, but they're not clean enough. Also, you cannot do anything right away with only the stuff which is in Xith3D. You need the JOODE impl or to make your own (but you probably want to use JOODE). 2) How is JOODE for cross platform support? Is there a place I can download precompiled natives for all the major OS'?
As Marvin said, JOODE is pure java. I advise you to work from SVN Instructions are here : http://sourceforge.net/svn/?group_id=151965Keep in mind that although I'm busy working on other things (such as COLLADA, not to name it..) if you use XPAL and report bugs or feature requests I'll likely work on it as I react to the user feedback, besides my own needs 
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Patheros
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« Reply #12 on: 27. March 2007, 01:27:33 pm » |
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Also, you cannot do anything right away with only the stuff which is in Xith3D. You need the JOODE impl or to make your own (but you probably want to use JOODE).
How soon / where can I get the JOODE impl?
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"I like my method, what was my method again?" - Jon
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'n ddrylliog
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« Reply #13 on: 27. March 2007, 05:25:41 pm » |
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Also, you cannot do anything right away with only the stuff which is in Xith3D. You need the JOODE impl or to make your own (but you probably want to use JOODE).
How soon / where can I get the JOODE impl? As soon as you decide, in the JOODE SVN.
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hawkwind
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« Reply #14 on: 27. March 2007, 07:53:24 pm » |
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I have grabbed the latest JOODE and it runs after resetting the project linux dll association to windows. After looking at the examples I can't quite find what I want. In the Xith collision system I could use a Force to stop/slide the view when a collision occurred by associating an Avatar shape with the view. Are any of the example program similar to this?? In a perfect world this behavior tied into the firstpersonhandler (which maintains the scenegraph's view) would be very useful.
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