[EDIT] OgreOde is available from CVS, use a CVS client of your choice or get the nightly ogreaddons snapshot. [/EDIT]
For some reason I've decided to write a complete C++ wrapper for using ODE with Ogre that's completely separate to the ones in the Reference Application, Oasis and Yake. Objects rather than IDs, listeners rather than callbacks, that sort of thing.
Anyway, here's a random screenshot of the first test, ODE's test_boxstack reimplemented in OgreOde;
Last edited by monster on Tue Jan 04, 2005 12:48 am, edited 5 times in total.
Looking forward to seeing the code!
Objects and listeners - cool.
Even if you are using the finicky ODE, you don't have to copy all its quirkyness.
Now we can finally begin to enjoy ODE with OGRE - without being forced to entangle ourselves in OGRE-separated frameworks, or ref-apps.
Great news, monster.
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
Nice. Quick question though - I don't see any inter-object shadows there so I assume you've also reimplemented the ODE demos fake shadows (projected geometry)?
I don't see any inter-object shadows there so I assume you've also reimplemented the ODE demos fake shadows
Nope, it's using SHADOWTYPE_STENCIL_MODULATIVE. The ball and capsule have shadow receiving switched off 'cos of the artifacts you get on the curved bits (like someone posted recently regarding the BSP collision demo) when they're shadowing themselves. The boxes do receive shadows, but for some reason I'd switched that off to take this shot!
Any idea on how soon/far a plugin release can be expected.
Nope, no idea.
A while I'd think. I've implemented wrappers for all the current ODE functionality and I'm now in the process of reimplementing all (or at least the majority of) the ODE tests as a testing suite.
I'm planning to utilise this in my entry to the Retro Remakes 2004 competition, which is pencilled in to start in July. So fingers crossed it'll all be complete and tested by then, together with additional wrappers to make it easier to create vehicles and ragdolls.
A retro game written with state of the art graphics and physics engines? Go figure!
Even if you are using the finicky ODE, you don't have to copy all its quirkyness.
Like what? Any suggestions as to improvements that could be made will be gratefully received. But bear in mind that I'm predominantly writing this for my own selfish needs, so I'm quite likely to ignore anything that isn't of benefit to me!
just to point out that ode cvs is quite in activity those time, with :
- A new very fast solver "quickstep" (operates in linear time, not O(n^3) like the old big-matrix solve rbut does'nt seem to handle quite right motor joint for now... should become the default solver once bugs fixed)
- An autodisable feature (very much like refapp one, but in ODE)
- New trimesh collider (capped-cylinder <-> trimesh, ray<-trimesh>)
- Cylinder vs box, Cylinder vs sphere, Cylinder vs trimesh (no cylinder vs plane for now... have to use box...)
- Odecpp updates : dQuadTreeSpace, dRay, dGeom::getSpace(), StepFast1, auto-enabling, auto-disabling to dWorld, auto-disabling support to dBody
Even if you are using the finicky ODE, you don't have to copy all its quirkyness.
Like what? Any suggestions as to improvements that could be made will be gratefully received.
I was referring to the other frameworks - your way sounds like the way to go!
I prefer to program with OGRE modules, rather than being forced to utilize complete frameworks.
(OgreODE and OgreTok, as opposed to Yake, Oasis and Mage).
monster wrote:
I'm predominantly writing this for my own selfish needs
The best reason! And cool that you have a clear goal: Retro Remakes 2004 - good luck !
Last edited by jacmoe on Sat May 29, 2004 2:31 pm, edited 1 time in total.
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
monster wrote:I'm planning to utilise this in my entry to the Retro Remakes 2004 competition, which is pencilled in to start in July. So fingers crossed it'll all be complete and tested by then, together with additional wrappers to make it easier to create vehicles and ragdolls.
A retro game written with state of the art graphics and physics engines? Go figure!
Looking forward to seeing your project in action, monster!
jacmoe wrote:I prefer to program with OGRE modules, rather than being forced to utilize complete frameworks.
(OgreODE and OgreTok, as opposed to Yake, Oasis and Mage).
In case you missed it: In Yake you can choose what components to use and only link with these. So you're not forced to use the complete framework. That would be against one of the premises (flexibility) as we expect people to want to mix Yake with other building blocks
monster wrote:I'm planning to utilise this in my entry to the Retro Remakes 2004 competition, which is pencilled in to start in July. So fingers crossed it'll all be complete and tested by then, together with additional wrappers to make it easier to create vehicles and ragdolls.
Wait, patiently, wait ...
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.