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The OgreOde Thread
Posted: Fri May 28, 2004 5:00 pm
by monster
[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;

Posted: Fri May 28, 2004 5:07 pm
by houssem_bdioui
Great man.
Waiting for some code
Hope that the problem discussed in this topic will not be raised :
http://www.ogre3d.org/phpBB2/viewtopic. ... ght=hinge2
Posted: Fri May 28, 2004 6:11 pm
by Manuel
really good work!
Posted: Fri May 28, 2004 6:32 pm
by ggambett
It looks infinitely better than the Drawstuff based demos

Posted: Fri May 28, 2004 8:23 pm
by jacmoe
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.

Posted: Fri May 28, 2004 9:28 pm
by sinbad
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)?
Posted: Fri May 28, 2004 9:40 pm
by Dorkula
Wow, this would ease things up nicely. Any idea on how soon/far a plugin release can be expected.=?
- Anthony
Posted: Sat May 29, 2004 4:52 am
by monster
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!
Posted: Sat May 29, 2004 4:55 am
by monster
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!

Posted: Sat May 29, 2004 8:55 am
by tuan kuranes
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
Posted: Sat May 29, 2004 2:22 pm
by jacmoe
monster wrote: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 !

Posted: Sat May 29, 2004 2:25 pm
by sinbad
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!
Sounds like a plan to me, good luck!

Posted: Sat May 29, 2004 7:56 pm
by Dorkula
OgreODE sounds so usefull. Damn. I am assuming you wont want to release anything publicly until after the Retro Remake contest (understandable).
Seems like you are doing a wonderful job.
- Off I go -
- Anthony
Posted: Sat May 29, 2004 8:20 pm
by psy
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
Anyway, good work, monster!
-psy
Posted: Tue Jun 01, 2004 4:47 pm
by monster
The new test buggy;

Posted: Tue Jun 01, 2004 5:05 pm
by houssem_bdioui
Great !
After the Jeep, another good car model
Is there any demo/source available?
Posted: Tue Jun 01, 2004 5:09 pm
by jacmoe
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 ...

Posted: Tue Jun 01, 2004 5:19 pm
by houssem_bdioui
Wait, patiently, wait ...
I think one should not wait and rely on what others are doing, but start himself doing things.
That's the main drawback of an open source community : you can become lazy and at the end, what others have done did not entirely feet your needs.
That was my day's reflexion

Posted: Tue Jun 01, 2004 5:19 pm
by houssem_bdioui
Wait, patiently, wait ...
I think one should not wait and rely on what others are doing, but start himself doing things.
That's the main drawback of an open source community : you can become lazy and at the end, what others have done did not entirely feet your needs.

That was my day's reflexion

Posted: Wed Jun 02, 2004 1:49 am
by monster
After the Jeep, another good car model
If only artists knew what "manifold" meant. And "low poly-count", come to that!
Is there any demo/source available?
Wait, patiently, wait ...
I think one should not wait and rely on what others are doing, but start himself doing things.
Then what do you need my code for!

Posted: Wed Jun 02, 2004 5:47 am
by KeaponLaffin
monster wrote:I think one should not wait and rely on what others are doing, but start himself doing things.
Then what do you need my code for!

Because it's so much easier?

Posted: Wed Jun 02, 2004 5:53 am
by monster
Because it's so much easier?
LOL!
You obviously haven't seen any of my code!
Posted: Wed Jun 02, 2004 7:40 am
by Dorkula
lol
Posted: Thu Jun 03, 2004 8:52 pm
by KeaponLaffin
monster wrote:Because it's so much easier?
LOL!
You obviously haven't seen any of my code!
I assure you, mine is worse.

Posted: Fri Jun 04, 2004 8:29 am
by john_sheu
Trust me, neither of you want to see mine...
....oh wait......I still have to write it....