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OgreOde, thanks Monster!

Posted: Wed May 18, 2005 4:46 pm
by Wraithdrit
Well, this is another one of those 'I just got OgreOde working! I want to thank Monster!' threads.

Thanks Monster!

I'm looking forward to Gangsta (heh). But until then OgreOde seems to be just what I was looking for. Why I did not start with it (instead of trying Nogredex and OgreNewt) I don't know, but I should have! Terrain support out of the box, easy integration, very straightforward samples... all the things I needed.

So uh, again... thanks. 8)

- Wraithdrit

Posted: Wed May 18, 2005 5:30 pm
by monster
Glad you like it!

Gangsta eh?
Image

Posted: Wed May 18, 2005 5:38 pm
by sinbad
Just as an aside, I added MovableObjectFactory support to Dagon over the past few days, so the hack required to OgreMain for ragdolls should no longer be necessary. You can now register your own MovableObject factories, and even override the core ones if you want (e.g. createEntity calls your custom factory to create your custom Entity subclass - caution advised though!). Hope this will help...

Posted: Wed May 18, 2005 7:39 pm
by Wraithdrit
Okay, starting to add physics support to my robots (heh, I love the robot... it has so grown on me... :P). They start out above the terrain and fall down, as intended (yeah). Now, when they get to ground level (I'll actually probably go back and 'set' them at ground level) they topple all over the place.

How do I set them so they always stand upright, no matter the slope of the terrain they are on?

I think it has to do with setting a torque to keep them pointed upward, but in the Ode docs there is information about the loop the physics engine goes through, but I'm not sure where in OgreOde that I set forces on bodies.

Sorry to be such a Physics engine newbie. I'm trying to read and search for the answer, but am coming up with a big old nothing. :)

I did find the picture you have of a FPS player on your sight Monster, and I think that will be how I implement the infantry setup in my game, but I gotta understand a little more about OgreOde (and Ode in general) before I get to that point.

- Wraithdrit

Posted: Wed May 18, 2005 8:46 pm
by Wraithdrit
Having dug through the Ode docs, I found that with each step all force and torque is set to zero. Hmm, okay so how and where do I set torque and force?

Found the code for preStep in the sampleScene and the addtorqueandforce() function. Played around with the code till I got that to implement (registered it with the stepper, etc).

Going to try iterating through my robot objects and setting a torque on them to always be up and see if that does what I'm after.

Poke me if I'm not on the right track so I don't waste too much time on this. :)

- Wraithdrit

Posted: Fri May 20, 2005 9:24 am
by Drew_Benton
monster wrote:Glad you like it!
Gangsta eh?
Do you have any time frame in mind to when a released version of that will be out. I mean just a rough estimate. Reason being I plan to use OgreODE in our game and if your new library is going to come out in so much time, then I wouldn't want to spend too much time tweaking OgreODE :wink: That and not to mention learing all of ODE...unless your new lib will also use ODE, to which I will start early now!

Posted: Fri May 20, 2005 10:58 am
by walaber
sorry to hijack the thread--- could you mention what trouble you had with Nogredex and OgreNewt? I personally would like to know so I can possibly improve OgreNewt. although with the upcoming Gansta system I doubt anyone'll be using it much longer :P

Posted: Fri May 20, 2005 1:00 pm
by Wraithdrit
The ONLY issue I had with OgreNewt was no built in support for collision with terrain from the terrain scene manager. With OgreOde I just feed it the terrain config file and it does what it needs to provide terrain collision.

- Wraith

Posted: Fri May 20, 2005 2:32 pm
by monster
@ Drew_Benton
Hopefully it'll be available towards the end of the month.

FYI; at least for the immediate future OgreNewt is likely to better support the specialised features of the Newton engine, whilst Gangsta aims for cross-engine compatibility. And doesn't currently have a specialised terrain collision primitive either.

Posted: Sun May 22, 2005 6:55 am
by Drew_Benton
Thanks Monster for the reply and all the hard work! As well to everyone else thath helps out around tehe boards, regular members and those of the Ogre MVPS. Especially Sinbad! :wink: