Hi David,

On Mon, Nov 26, 2012 at 1:36 PM, David Seikel <onef...@gmail.com> wrote:
> On Mon, 26 Nov 2012 12:47:16 -0200 Bruno Dilly <bdi...@profusion.mobi>
> wrote:
>
>> we're are now making ephysics API more stable, almost all the features
>> intended to go in are already implemented, so we are moving to the
>> next step:
>> adding support to physics on Edje.
>
> I'm gonna take a step back and consider the big picture from my own
> point of view before delving into the details.
>
> First the simple question - have you considered Edje Lua as well as
> Embryo?  I'll be happy to write the Edje Lua bindings.

I'm planning to work with Embryo because it's used by most of the
scripts in our repository, and I always pick Embryo
for private projects done here on Profusion, so I know it much
better than Lua. But would be great to support physics on both.

>
> Now the hard part.
>
> I'm heavily involved in SecondLife (SL) / OpenSim style online 3D
> virtual worlds.  Think MMOG where the users can edit the world in
> world in real time, and it's not really a game, more a generic platform.
>
> I'm working on both client and server side software.  I REALLY REALLY
> want to convert the existing crap client and server code into something
> more sane based on EFL.  So obviously 3D graphics, 3D physics, and
> scripting of the world are important to me.
>
> Bullet physics I think is the way to go, so I'm on the same page here.
>
> I know you have considered 3D stuff, so again, kinda on the same page
> here.  Though I wonder if ephysics is suitable for this sort of work?

EPhysics is focused on 2D games and GUI effects.

Does it support 3 dimensions ?

Yes, you can set velocities, impulses, forces in all three axis.
The same for angular stuff. It will move in the 3d scene, deform in 3
dimensions, collide, etc.

But... it was not focused on that, so some stuff that is really easy
using ogre, for example,
won't be on EPhysics. Using ogre you can add a new entity just loading a mesh.

Right now we don't support such thing. It's planned to be done in the
future to create shapes.

But things like applying textures will be harder yet, that's another
thing to be improved
to make ephysics useful for such scenarios. The way it is now, you would need to
create an evas object for each face you would like to see rendered
explicitly. It would
be needed more improvements to set what points of a image texture
would mapped by
each face. And even the support to have evas objects per face is only
implemented
for primitive shapes.

I will make a blog post (dedicated to you =) ) with current state of
ephysics, and what
should be expected until the end of this year. So it would
be easier to see what's is easy to do with it right now, and it will
be more accessible to other people too.

>
> Scripting I want to do in Lua, and I've started on this already.  The
> existing SL based systems use a scripting language called LSL, I have
> written an implementation of that using C, EFL, and Lua.  Basically it
> converts LSL into Lua, then compiles and runs the Lua code.

Oh, nice stuff!

>
> For graphics I have been looking at Ogre and Irrlicht.  Irrlict has my
> preference at the moment, mostly coz it's relatively light weight and
> has good support for old hardware, including a decent software
> renderer.  People using unsuitable hardware for SL is a common
> problem.  Typically lots of people use student / business class
> laptops, not the sort of things that are designed for 3D games.
> Irrlicht has it's own 2D GUI stuff, but obviously I'd be ripping that
> out and using EFL.  Perhaps ephysics would be a better choice for EFL
> based software?

EPhysics has a glue for using Bullet with Evas that will do the job
for most GUI effects
you may want (2D games as well). But for 3D games and related most
probably you'll
be interested in one of this well established 3D engines. Ogre has
OgreBullet to make
it easier to develop stuff using Bullet Physics (not sure if this
project is well maintained).
I know people use to do merge Lua in the recipe as well.

I don't know much about Irrlicht.

>
> So I guess my basic question is - would your ideas for ephysics be
> suitable for online 3D virtual worlds, or is it limited to simple,
> mostly 2D games?  Perhaps some combination of ephysics and Irrlicht is
> the way I should go?

Uhmm... lights can be another limitation. I'm not sure these engines
provide ray tracing,
but we don't. We are stuck to evas map light calculations. No light
reflection, refraction.
Since light don't diffuse when reflecting other surfaces makes the
contrast of light / shadow
a bit ugly for such cases. Bodies between the light source and others
won't produce shadows
as well.

We just support a single camera right now, no zoom in / out support,
rotation ,etc. I know
blender support such things. It's doable, but it's not planned to be
done for now.

I've never worked with any 3d engine, so not sure how far we are of
the state of art of such
frameworks, and what features you would need. If you will have time to
work on EPhysics / Evas
to support your needs, I'm here to help, but I'm not sure how far we
could go to satisfy your needs
and can be a bit frustrating for you if you have to migrate to
Irrlicht after all.

When you study a bit more about Ogre / Irrlicht and I show
the current status of EPhysics we could evolve with this discussion
and evaluate how far we could go.

I can't see how EPhysics would help you using these graphical engines.
If you are going to use Irrlicht or Ogre, I would say to forget about EPhysics.

Regards

>
> --
> 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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-- 
Bruno Dilly
Lead Developer
ProFUSION embedded systems
http://profusion.mobi

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