When I added BulletSim to OpenSimulator, it was added as an additional physics engine and not enabled by default. There are no changes to the base simulator to add a new physics engine as it is just another module enabled by INI parameters. If there are large changes to the core simulator, that is a different matter.
There is a contributors agreement[1][2] that must be executed if the sources could be incorporated into the core sources. All that legaleze being said, I'm looking forward to trying out your physics engine. == mb [1] http://www.overte.org/contribution-agreement.html [2] http://opensimulator.org/wiki/Contributions_Policy On Tue, Mar 17, 2015 at 8:02 AM, Maxwell, Douglas CIV USARMY ARL (US) < [email protected]> wrote: > You bring up some great talking points, Michael, and I'll try to address > them in a logical order: > > > > 1) I agree the submission of one large patch is a bad idea. We would > like for the developers to be informed of our work in-situ and even > participate if they want. Since this is a major effort, we will be holding > weekly IPT meetings in MOSES to discuss progress. > > > > 2) Does the OpenSimulator project have a formal patch acceptance > process? What is your testing and QC regimen? If you don't have these > practices in place, I'd be happy to help you formulate. > > > > 3) We are attempting to actively engage this list so that you are all > aware of our work. If you want to be involved, please speak up. > > > > 4) We are acutely aware that we are building on open source software and > abiding by all licensing terms. Further, we have made our enhancements and > grid management software available via GitHub for anyone to download and > use. We will be working from our GitHub on this physics effort and you are > welcome to download the latest code at any time. We will also be > submitting patches of our progress periodically to the community once we > understand what the submission process is. https://github.com/M-O-S-E-S > > > > I can only make the code available to you, I cannot make you use it. We > are not concerned with backwards compatibility, nor are we concerned with > SL compatibility. It is likely there will be a situation where the OS core > developers may like the new performance or functionality we are working on > but you may need to massage the code to align it with your requirements. > > > > v/r -doug > > > > > > > Douglas Maxwell, MSME > Science and Technology Manager > Virtual World Strategic Applications > U.S. Army Research Lab > Human Research & Engineering Directorate > Simulation & Training Technology Center > (c) (407) 242-0209 <%28407%29%20242-0209> > ------------------------------ > *From:* [email protected] [ > [email protected]] on behalf of Sean M [ > [email protected]] > *Sent:* Monday, March 16, 2015 4:40 PM > *To:* [email protected] > *Subject:* Re: [Opensim-dev] PhysX Integration into OpenSim > > Thanks for the response Michael. Our PhysX-OpenSim development is now > underway. We wanted to make the announcement and let the dev community know > of our plans to share the fruit of our labor. > > On Mon, Mar 16, 2015 at 11:56 AM, Michael Emory Cerquoni < > [email protected]> wrote: > >> Sounds great Sean, however I must say that submitting monolithic patches >> into OpenSimulator is not something we tend to accept or encourage, it >> would be considerably better if development was actively done in smaller >> pieces so it could be tested on a very wide audience as development is >> occurring so that the OpenSimulator team can have a say in the process and >> help out with testing as well, I hardly speak for the entire collective but >> I can offer my perspective on things being involved in this project from >> nearly the beginning, I do look forward to seeing what you guys can come up >> with and I do hope you consider working closer with the OpenSimulator >> development team and not try to pull off this massive feat in a closed >> environment, I would hate to see all this work be done and then not end up >> in OpenSimulator code base. >> >> On Mon, Mar 16, 2015 at 11:49 AM, Sean M <[email protected]> >> wrote: >> >>> Greetings, >>> >>> The MOSES Team has begun the integration of Nvidia's PhysX physics >>> engine into OpenSim. The effort's motivation stems from a deep review of >>> the capabilities PhysX can bring the simulator and a number of discovered >>> limitations that exists with ODE and BulletSim. Abstractly, we want to >>> improve the overall performance of physics in our grids. Specifically, we >>> turn to PhysX for its internal multi-threaded capabilities (not just >>> relying on physics being executed on a separate thread from the OpenSim >>> core), optimized performance with the use of dedicated GPUs, and the >>> potential to bring more realistic physics to the system (vehicle movement, >>> n-bodied physics, etc). Upon completion of this effort, the integrated code >>> will be shared with the community. >>> >>> PhysX: http://www.geforce.com/hardware/technology/physx >>> MOSES: http://www.militarymetaverse.org/ >>> >>> Best regards, >>> Sean Mondesire, Ph.D. >>> MOSES: Virtual World Research Team >>> >>> _______________________________________________ >>> Opensim-dev mailing list >>> [email protected] >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >>> >>> >> >> >> -- >> Michael Emory Cerquoni >> >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >> >> > > _______________________________________________ > Opensim-dev mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > >
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