On Fri, 12 Oct 2012 03:24:51 +1000 David Seikel <onef...@gmail.com>
wrote:

> On Thu, 11 Oct 2012 10:55:45 -0300 Bruno Dilly <bdi...@profusion.mobi>
> wrote:
> 
> > On Thu, Oct 11, 2012 at 2:59 AM, David Seikel <onef...@gmail.com>
> > wrote:
> > > On Thu, 11 Oct 2012 14:43:09 +0900 (KST) ChunEon Park
> > > <her...@naver.com> wrote:
> > >
> > >> as far as I know, only 2d available until now.
> > >>
> > >> -----Original Message-----
> > >> From: "David Seikel"<onef...@gmail.com>
> > >>
> > >> Does ephysics do 3D now?
> > >>
> > >> I work with 3D virtual world software, so this suddenly has my
> > >> interest.  2D physics was not interesting for me.
> > >>
> > >> Perhaps my modular 3D object loading library work might be
> > >> interesting to others now?
> > >
> > > Odd, coz I saw a lot of stuff that smelled like 3D being
> > > committed, which prompted this email.
> > 
> > The both are correct. It was focused on 2D so far, now we are
> > working on make it possible to create nice 3D scenes.
> > But supporting it is on the beginning. So much more changes will be
> > done in the next days.
> 
> Cool.  I look forward to using it.
> 
> > David, what loading library are you talking about ?
> 
> libg3d is a modular loader for 3D mesh files.  It handles lots of 3D
> mesh formats, and loading them from local files or the web.  I've
> started using it in a SecondLife viewer fork (networked 3D virtual
> worlds for those that don't know).  My intention is to eventually
> convert it to use EFL.  I'm also working on server side stuff, which
> is currently where the physics is done.  A bit at a time I want to
> convert all this SecondLife / OpenSim stuff to C, Lua, and EFL based
> code.  I have part of the server side script engine already.  An EFL
> based Bullet physics library would be great, and saves me from having
> to write it myself.  It's a big enough job dealing with the rest.  lol
> 
> https://github.com/onefang/meta-impy/tree/mesh/linden/indra/mimesh
> includes my version of libg3d and the glue code used.  Meta-impy is my
> fork of the Imprudence viewer, though I have since become the head
> developer for Imprudence itself.
> 
> https://github.com/onefang/SledjHamr/tree/experimental/LuaSL is my
> script engine work, for the curious.  SledjHamr is the overall server
> effort.
> 

I should have mentioned, physics is currently server side with this
SecondLife based stuff, but I want to move some of it client side.
Still, the results will need to be sent around the network.  I'm hoping
to eventually have a physics system that can be split up to deal with
various parts of the world on various computers around the 'net.  Some
server side, some client side.  The same with the script engine.

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.

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