The Gangsta Wrapper Thread

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
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charlie
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Post by charlie »

Kencho wrote:I wish I could have both the knowledge and the will needed to do this!
Me too, Me too :oops:
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Lee04
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Start with the will...

Post by Lee04 »

I wish I could have both the knowledge and the will needed to do this!

Start with the will and the knowledge will follow, just give it heck load of time. 10 years...or so....set up a goal.


Lee04
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joshcryer
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Post by joshcryer »

monster, you are the man!
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charlie
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Re: Start with the will...

Post by charlie »

Lee04 wrote: Start with the will and the knowledge will follow, just give it heck load of time. 10 years...or so....set up a goal.
Well, the will is already there. I'm waiting for the years to pass by... :)
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monster
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Post by monster »

I'm waiting for the years to pass by...
You'll miss them when they're gone.
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Post by Tenttu »

If and when there's a new version of Tokamak it would be easy enough to plug it in.
March 14 2005
We are happy to announce our continuing commitment to support and further develop Tokamak!
Adam Dawes, one of our user, is driving an effort to provide online documentation for Tokamak. You can visit the Tokamak
Wiki page at tokamak.xwiki.com.
Plus Tokamak Game Physics SDK version 1.21 has been released! It includes a bug fix and a new Advance() function.
Get it here.
Not that I would need it, but someone might.
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Post by jacmoe »

Cool - Tokamak lives! :)
/* Less noise. More signal. */
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monster
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Post by monster »

Material system up and working; demo has four ramps made of ice, wood, metal and asphalt, and a load of boxes made out of the same stuff. Throw things around, see how they react.
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Post by jacmoe »

:drool: :gollum: :D
/* Less noise. More signal. */
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OgreAddons - the Ogre code suppository.
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bal
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Post by bal »

Omg, freaking awesome.
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Xinc
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Post by Xinc »

brilliant! as usual :)
- Xinc
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muppet
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Post by muppet »

looooking good!!
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sinbad
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Post by sinbad »

Excellent! However, I think a more interesting choice of material for the coating of one of those ramps would have been 'cold Marmite'. :)
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PeterNewman
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Post by PeterNewman »

sinbad wrote:Excellent! However, I think a more interesting choice of material for the coating of one of those ramps would have been 'cold Marmite'. :)
Ah, ya bloomin' Pom, whadya know? Good proper one woulda been cold Vegemite. But every-one knows cold Vegemite has a friction co-efficient of 0.999 recurring. In fact, in certain weather, test's have shown it with a co-efficient over 1.0!

(Madatory Disclaimer: Its humour. Laugh.)

Looking good Monster. Soon.. soon!
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Robomaniac
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Post by Robomaniac »

haha?
phear hingo

My Webpage
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Noiprox
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Post by Noiprox »

PeterNewman wrote:But every-one knows cold Vegemite has a friction co-efficient of 0.999 recurring.
0.999 recurring is 1 - lim(0.1 ^ x) = 1 - 0 = 1. :P

Nice, Monster. :)
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sinbad
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Post by sinbad »

PeterNewman wrote:
sinbad wrote:Excellent! However, I think a more interesting choice of material for the coating of one of those ramps would have been 'cold Marmite'. :)
Ah, ya bloomin' Pom, whadya know? Good proper one woulda been cold Vegemite. But every-one knows cold Vegemite has a friction co-efficient of 0.999 recurring. In fact, in certain weather, test's have shown it with a co-efficient over 1.0!
That's one rebranding I'll never understand. :) Then again, what would you call the gloopy stuff left over from making beer? I'd love to know how they thought of sticking it in a sandwich - pure genius :D
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Post by Vectrex »

don't you DARE call Vegemite the same as Marmite, thems fight'n words.
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Post by jordwest »

but but but what about promite? :)
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Post by eyevee99 »

Someone punch him too. :)

Vegemite for the win.
Cheers
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Post by walaber »

sorry this doesn't continue the vegemite joke, just wanted to say that this project is really, really impressive... and a fanstastic idea that looks to be very well implemented. can't wait to see what the actual interface is like for the end-user.
Go Go Gadget OGRE!!
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monster
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Post by monster »

Having just spent many happy hours changing nappies on a newborn baby I can assure you I'm off Marmite/Vegemite/Mightymite/etc for life!

@ walaber
The interface looks something like this;

Code: Select all

// Load a plugin
plugin = Gangsta::Manager::createPlugin("Newton");

// Create a world
world = plugin->createWorld("world");
world->getSupportedParameters(params);

params["gravity"] = GaVec3(0.0,-9.80665,0.0);
params["extents"] = GaVec3(1000.0);

world->initialise(params);

// Create a box body
body = world->createBody("box body","crate.mesh");
body->getSupportedParameters(params,ParameterList::DEFAULT_TYPE);

params["inertia_tensor"] = GaVec3(1,1,1);
params["mass"] = 1;

body->initialise(params);
body->setPosition(GaVec3(pos.x,pos.y,pos.z));
		
// Create a box shape associated with the body we just created
shape = world->createShape("box shape",body);
shape->getSupportedParameters(params,"box"); // <-- "box" is the type of object, you can call getSupportedTypes 
                                             //           to find out what types are supported
params["size"] = GaVec3(1,1,1);

shape->initialise(params);
The "crate.mesh" parameter to createBody is sent back to the visualisation framework (in this case Ogre) where that can interpret it however it likes and associate something with the body. When the physics are updated that "something" is sent back to Ogre together with the position of the body it's associated with. In Ogre's case that something's a scene node with a mesh attached to it.

Likewise the physics SDKs can call back to the visualisation framework to display debug geometry;

True Axis does geometry and collisions
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Newton does static/sleeping/active geometry
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Novodex goes debug geometry bonkers-barmy
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Kencho
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Post by Kencho »

:shock: :shock: :shock:
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SomeFusion
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Post by SomeFusion »

UGH UGH AAHH UHH!!! Monster, for how long have you been programming now? The stuff you are doing in that short time looks so incredible.
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Post by haffax »

The interface looks quite straight-forward, but why did you introduce your own Vector class? Is there anything missing in Ogre::Vector3? So maybe the Ogre team could add the missing functionality. :) Personally I find multiple redundant classes for the same problem troublesome.
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