Ooh, what's this? Three stack of crates with different stickers on them. All running in the same application? OgreOde reaching a watershed release? Hmm, interesting. Or maybe not. Can't say more. Here's some screen shots.
Last edited by monster on Fri May 06, 2005 2:19 am, edited 1 time in total.
That cant possibly be the three different physics libraries running at the same time, can it? Are they interacting? Can an ODE box bounce off a Newton box etc?
haha brilliant! If that really is an app running 3 different physics libs then, dare I say.. PWN! Very nice work Monster, you've done it once again.
And once again Ode has failed in stacking cubes As you can see, ode doesn't "stack up"...
I would definately like to see ode distributed in optimized packages for various categories of games. But thats another topic
Last edited by Xinc on Sun Feb 27, 2005 8:32 pm, edited 1 time in total.
I am guessing that the boxes don't interact between the different systems. If they did then you would have to be continually updating the other systems boxes in the current system.
Making several different sims run at the sime time isn't hard, but making them interact would be hard (especially in the tuning and tweaking and stability field).
Slicky wrote:I am guessing that the boxes don't interact between the different systems. If they did then you would have to be continually updating the other systems boxes in the current system.
I don't think the physics engines are interacting with each other, you can see a few boxes from one of the other engines clipping through Newton's boxes. That is still very cool to see all of those together in one simulation though.
Wow monster, what a great idea! Now OGRE users can pick and choose which physics lib suits their application best! Honestly, that is really cool. Especially for physics numb-skulls like myself
Now all we need is the open AI framework, and the open multiplayer framework to roll out and into ogre
Great work - can't wait to get my hands on the first release
Just looking at all that box-falling goodness makes me realize just how inadequate my skills with physics are. *sob* Those look really cool, by the way.
Downloaded True Axis yesterday - looks really, really cool !
It claims that it's made for speedy games - and it's good C++ code/classes ...
On my old machine it is way faster than Newton and ODE, but what do you think? Is it any good?
Last edited by jacmoe on Tue Mar 01, 2005 12:43 am, edited 2 times in total.
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
Slicky wrote:I am guessing that the boxes don't interact between the different systems. If they did then you would have to be continually updating the other systems boxes in the current system.
That looks really good Monster. Running four different physics sims, at once! Obviously its pretty quick to bind in a new simulation, judging by your speedy come-back.
Although I have a side question.. why are physics demo's mostly collision based, very few/little demonstraction of joints and constraints, which are the coolest part, IMHO. Just a request for future shots/demos. Can't wait to see it.
/me hides monster at his house, practically down the street (then down the highway, then off along a side road, then... ok, not so down the street)
THe only downside of TrueAxis is its price tag, $5000 aus for a commercial license, support included. They are workign on a special shareware license too, but i hvaen't heard any details about it