Me too, Me tooKencho wrote:I wish I could have both the knowledge and the will needed to do this!
The Gangsta Wrapper Thread
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Start with the will...
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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Re: Start with the will...
Well, the will is already there. I'm waiting for the years to pass by...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.
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If and when there's a new version of Tokamak it would be easy enough to plug it in.
Not that I would need it, but someone might.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.
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Cool - Tokamak lives!
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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:drool: :gollum:
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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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!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'.
(Madatory Disclaimer: Its humour. Laugh.)
Looking good Monster. Soon.. soon!
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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 geniusPeterNewman wrote: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!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'.
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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;
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
Newton does static/sleeping/active geometry
Novodex goes debug geometry bonkers-barmy
@ 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);
Likewise the physics SDKs can call back to the visualisation framework to display debug geometry;
True Axis does geometry and collisions
Newton does static/sleeping/active geometry
Novodex goes debug geometry bonkers-barmy
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