On Sat, 1 Dec 2012 18:19:52 -0200 Bruno Dilly <[email protected]>
wrote:

> On Sat, Dec 1, 2012 at 3:41 AM, David Seikel <[email protected]>
> wrote:
> > On Wed, 28 Nov 2012 13:15:42 -0200 Bruno Dilly
> > <[email protected]> wrote:
> >
> >> On Wed, Nov 28, 2012 at 11:30 AM, David Seikel <[email protected]>
> >> wrote:
> >> > On Wed, 28 Nov 2012 10:46:00 -0200 Bruno Dilly
> >> > <[email protected]> wrote:
> >> >
> >> >> On Mon, Nov 26, 2012 at 10:59 PM, David Seikel
> >> >> <[email protected]> wrote:
> >> >> > On Mon, 26 Nov 2012 14:55:26 -0200 Bruno Dilly
> >> >> > <[email protected]> wrote:
> >> >> >
> >> >> >> Hi David,
> >> >> >>
> >> >> >> On Mon, Nov 26, 2012 at 1:36 PM, David Seikel
> >> >> >> <[email protected]> wrote:
> >> >> >> > On Mon, 26 Nov 2012 12:47:16 -0200 Bruno Dilly
> >> >> >> > <[email protected]> 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.
> >> >> >
> >> >> > I'll add similar Edje Lua bindings after the Embryo bindings
> >> >> > are sorted out.
> >> >> >
> >> >> >> > 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.
> >> >> >
> >> >> > I've already been working with a library (libg3d, not to be
> >> >> > confused with g3d) for loading arbitrary meshes in dozens of
> >> >> > formats, locally or across the network. I'm not sure, but I
> >> >> > think Ogre is not so good at that, Irrlicht is a bit better,
> >> >> > but libg3d is better still.
> >> >> >
> >> >> >> 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.
> >> >> >
> >> >> > Ah, so no UV mapping yet.  Evas object per face means a cube
> >> >> > has six of them?  That gets a bit heavy for high poly count
> >> >> > arbitrary meshes.  I guess your primitive shapes are simple
> >> >> > cubes and things, not SL style proceducal primitives?
> >> >>
> >> >> Evas map supports only four points.
> >> >> So we need an evas object per face.
> >> >> For meshes we create many proxies automatically and set to
> >> >> parts of the evas object associated to that using
> >> >> evas_map_point_image_uv_set
> >> >>
> >> >> You are right about our 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.
> >> >> >
> >> >> > I read and commented on that.
> >> >> >
> >> >> >> >
> >> >> >> > 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'm guessing ephysics does not have fancy scene management
> >> >> > stuff for big scenes, or fancy things like particles, height
> >> >> > maps, sky boxes, clouds, etc?
> >> >>
> >> >> No, nothing of these.
> >> >>
> >> >> >
> >> >> >> I don't know much about Irrlicht.
> >> >> >
> >> >> > I'll likely experiment with it next weekend.
> >> >> >
> >> >> >> > 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.
> >> >> >
> >> >> > Proper raytracing is usually not used for real time stuff, but
> >> >> > it's starting to come.  SL needs water reflections and
> >> >> > refraction, and only recently got proper shadows.  Ogre does
> >> >> > great water, not sure about Irrlicht yet.
> >> >> >
> >> >> >> 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.
> >> >> >
> >> >> > One of the good things about SL is it's camera controls.  I
> >> >> > pride myself in being expert with them, so this is very
> >> >> > important to me.
> >> >> >
> >> >> >> 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.
> >> >> >
> >> >> > Well, my intention is to EFLize the SL stuff.  That includes
> >> >> > integrating some decent 3D graphics engine.  I'll look at
> >> >> > things like Irrlicht and the other stuff I'm looking at.
> >> >> > Might be a good idea to merge them with ephysics.  I suspect
> >> >> > Irrlicht and ephysics could complement each other, no reason
> >> >> > why the GUI can't have physics as well as the complex 3D
> >> >> > world it's on top of.  B-)
> >> >>
> >> >> Yeah, you may be correct.
> >> >> We can try to elaborate more about what these libraries provide
> >> >> and that could be
> >> >> added to ephysics or evas.
> >> >>
> >> >> But for the next weeks I'll be focused on Edje.
> >> >
> >> > Fair enough.  Nothing is moving quickly for me anyway, so no
> >> > hurry.
> >>
> >> oh, nice
> >>
> >> >
> >> >> When do you plan to start to EFLize the SL stuff ?
> >> >
> >> > I started last December and January with the EFL based LSL script
> >> > engine.  That progressed quite fast, but got held up on the
> >> > actual interfacing to the existing OpenSim system.  The person
> >> > that said they where going to do that vanished.  OpenSim is C#,
> >> > and I really was looking forward to someone else handling that
> >> > side of things. I don't like C# much.  lol
> >> >
> >> > Guess I'll have to do the C# stuff myself.  Oh well.
> >> >
> >> > Since then I've mostly been busy with paid work and other things.
> >> > Slowly but surely I'm getting back into SL stuff.  That's why I
> >> > plan on starting to work with Irrlicht next weekend, see if I can
> >> > embed it into an Elementary window.  Can't call it Errlicht, that
> >> > name is already taken for the Eiffel bindings for Irrlicht.
> >>
> >> yeah, it would be a good name, indeed.
> >>
> >> >
> >> > I did manage a prototype SL user / grid manager with a little
> >> > animated 3D image in elementary though.  I think it bit rotted.
> >> >
> >> > Also, I had ephysics and effb compiled on Ubuntu 10.04, but now
> >> > that I've upgraded to 12.04 it wont compile.  Mind you there
> >> > seems to be four basic ways to compile bullet, maybe I picked
> >> > the wrong one? I'll have to try that again soon.  I'll aim for
> >> > an elementary window with Irrlicht 3D world and ephysics 2D GUI
> >> > soon, even if it does not do much.
> >>
> >> I'm using ubuntu 12.04 too, and it is working fine (I'm using
> >> bullet rev2537). Built with cmake, looks like autotools is not well
> >> maintained.
> >
> > I'm using the latest release of Bullet 2.81 rev2613.  There were
> > warnings that using GLUT was obsolete, and that I should use OpenGL
> > instead, even though it detected both.  You would think it would
> > just use OpenGL then.  Told it to not use GLUT, and now ephysics
> > compiles and runs fine.  I also installed OpenCL for it to use, but
> > I don't think that's why it failed last time.  Yes, built with
> > cmake.
> >
> > Now it's the weekend, I'll squish together Elementary, ephysics,
> > Irrlicht, and other stuff to see what I can get.
> 
> Oh, good news =)
> 
> >
> > BTW -
> >
> > make[3]: Entering directory
> > `/home/dvs1/e17_svn/SVN/trunk/GAMES/efbb/src/bin'
> > geneet.py ../../src/bin/game_world.geneet CC     efbb_ql_la-main.lo
> >   CC     efbb_ql_la-level_select_screen.lo
> >   CC     efbb_ql_la-main_screen.lo
> >   CC     efbb_ql_la-cannon.lo
> > Traceback (most recent call last):
> >   File "/opt/e17/bin/geneet.py", line 15, in <module>
> >     from pyparsing import *
> > ImportError: No module named pyparsing
> > make[3]: *** [game_world.c] Error 1
> > make[3]: *** Waiting for unfinished jobs....
> > In file included from cannon.c:7:0:
> > efbb.h:11:24: fatal error: game_world.h: No such file or directory
> > compilation terminated.
> > In file included from main.c:8:0:
> > efbb.h:11:24: fatal error: game_world.h: No such file or directory
> > compilation terminated.
> > In file included from level_select_screen.c:5:0:
> > efbb.h:11:24: fatal error: game_world.h: No such file or directory
> > compilation terminated.
> > In file included from main_screen.c:5:0:
> > efbb.h:11:24: fatal error: game_world.h: No such file or directory
> > compilation terminated.
> >
> >
> > Some one forgot to commit a file in efbb?
> 
> Not really, these files are generated by geneet.
> But geneet failed to generate them because pyparsing module couldn't
> be imported.
> If you are using ubuntu, please install the package python-pyparsing

That worked now.

-- 
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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