> What are your thoughts about implementing PAL into OpenSim? > > > > The Physics Abstraction Layer <http://pal.sourceforge.net/> (*PAL*) > provides a unified interface to a number of different physics engines. This > enables the use of multiple physics engines within one application. It is > not just a simple physics wrapper, but provides an extensible plug-in > architecture for the physics system, as well as extended functionality for > common simulation components. > > *PAL* provides a number of benefits to game and simulation developers. > First of all *PAL* is very*easy to use*, so you can easily integrate > physics into your application. Secondly, it does not restrict you to one > particular physics engine. This gives you more *flexibility*, allowing you > to easily upgrade your physics system if you decide to pursue a commercial > engine, select different engines for alternative platforms, or swap to > another engine if the physics engine developers stop development and support > for their engine. This flexibility allows you to choose the engine that > gives you the best *performance* for your application. Finally, *PAL* has > an extensive set of *common features* such as simulating different devices > or loading physics configurations from XML, COLLADA<http://www.collada.org/> > and Scythe <http://www.physicseditor.com/> files. > > *PAL* makes physics development *FLEXIBLE, FAST and EASY*. > PAL supports a large number of physics > engines<http://www.adrianboeing.com/pal/engines.html>. > It provides a unique interface for: > > - Physics Engines > - Box2D <http://www.adrianboeing.com/pal/engines.html#box2d> > (experimental) > - Bullet <http://www.adrianboeing.com/pal/engines.html#bullet> > - Dynamechs <http://www.adrianboeing.com/pal/engines.html#dynamechs> > (deprecated) > - Havok <http://www.adrianboeing.com/pal/engines.html#havok> > (experimental) > - IBDS <http://www.adrianboeing.com/pal/engines.html#ibds> > (experimental) > - JigLib <http://www.adrianboeing.com/pal/engines.html#jig> > - Meqon <http://www.adrianboeing.com/pal/engines.html#meqon> > (deprecated) > - Newton <http://www.adrianboeing.com/pal/engines.html#newton> > - ODE <http://www.adrianboeing.com/pal/engines.html#ode> > - OpenTissue <http://www.adrianboeing.com/pal/engines.html#ot> > - PhysX (a.k.a Novodex, Ageia PhysX, nVidia > PhysX)<http://www.adrianboeing.com/pal/engines.html#novodex> > - Simple Physics > Engine<http://www.adrianboeing.com/pal/engines.html#spe> > > - Tokamak <http://www.adrianboeing.com/pal/engines.html#tokamak> > - TrueAxis <http://www.adrianboeing.com/pal/engines.html#trueaxis> > - File Formats > - Collada <http://www.adrianboeing.com/pal/benchmark.html#COLLADA> > - Scythe <http://www.adrianboeing.com/pal/benchmark.html#Scythe> > - PAL XML(deprecated) > - Collision subsystem > - Solver subsystem (Multithreaded / Hardware acceleration) > - Bodies (Static and Dynamic) > - Box > - Capsule > - Compound Bodies > - Convex > - Sphere > - Geometries > - Box > - Capsule > - Convex Mesh > - Concave Mesh (Terrain) > - Height field (Terrain) > - Plane (Terrain) > - Sphere > - Links > - Spherical (Ball and Socket) Link > - Revolute (Hinge) Link > - Prismatic (Slider) Link > - Generic 6DOF Link > - Sensors > - Contact > - Compass (Angular position) > - GPS (Global Positioning System - Position) > - Gyroscope (Angular velocity) > - Inclinometer (Angular position) > - PSD (Position Sensitive Device - Ray casting) > - Sonar (Ray casting) > - Velocimeter (Linear velocity) > - Transponder (Distance between two objects) > - Actuators > - Force actuator (Generic) > - DC Motor > - Servo Motor > - Hydrofoil > - Propeller > - Spring > - Fluids > - Particle Fluids (SPH) > - Grid-Based Fluids (Dampened Shallow Wave) > - Buoyancy Force > - Drag & Lift Forces > - Vehicles > > > > Physics Abstraction Layer: > > http://www.adrianboeing.com/pal/index.html > > > Mark > > > On Wed, Sep 30, 2009 at 7:10 PM, Mark Malewski <mark.malew...@gmail.com>wrote: > >> Toni, >> With the "MegaRegions" support it allows regions that are 8,192m x 8,192m >> (instead of 256m x 256m), which would be great for vehicles and boats. >> >> The new "MegaRegions" is the equivalent of up to 1,024 of the old size >> regions! >> >> So I think that is a VERY decent size, and that would solve the >> "handshake" problem between the old small 256m x 256m regions. >> >> The new larger MegaRegions would eliminate the current border crossings >> problem. >> >> MegaRegions seems to be in the OpenSim Trunk right now. A 1,024 region >> system (8,192m x 8,192m) would only require about 5GB of memory to host. >> You can make regions any size (it's only dependent upon the amount of ram >> the server has). >> >> So I think this is a great idea, and I can't imagine anyone wanting to >> host more than 1,024 regions on a single server. I have dual quad-core >> XEON's (8-cores) and 32GB of ram, and I think this would be great for >> hosting a single 1,024 region RealXtend demo region! >> >> Is there any possibility we can get this new MegaRegions feature >> implemented and to work properly with OpenSim/ModRex? >> >> Also, what are your thoughts of replacing the OpenSim/ModRex Physics >> subsystem with PAL? >> >> Using PAL (Physics Abstraction Layer), it is an OpenSource wrapper for >> several physics engines (allowing for seamless integration of Bullet, >> JigLib, Newton, ODE, nVidia PhysX, Tokamak, and TrueAxis). PAL also has >> experimental support for Box2D, Havok, IBDS, OpenTissue and Simple Physics >> Engine. >> >> But if we implemented PAL into RealXtend, at least we could have seamless >> integration of multiple Physics engines (including PhysX), and with PhysX we >> could have hardware accelerated Physics, and if you have a server with a >> GeForce 8000 series card or higher then the graphics card would perform all >> the Physics calculations, thus taking the load off of the CPU (greatly >> reducing the lag). >> >> If we get into a sim with racing or boating, we definitely want >> hardware-accelerated physics, or at least something better than what ODE can >> handle. The use of the Physics Abstraction Layer would definitely open up >> new possibilities and streamline the physics code (allowing various physics >> engines to be used). >> >> PhysX and Havok are free for personal use. What are your thoughts on >> implementing PAL into RealXtend/ModRex, and implementing the OpenSim >> MegaRegion support into RealXtend/ModRex? >> >> I believe these are the only three major hurdles that we have left (the >> Naali Viewer, MegaRegion support, and PAL support). >> >> What are your thoughts on this? >> >> Mark >> > >
_______________________________________________ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev