Just curious. What are you using to wrap the native C++ classes for PhysX into .NET? There is PhysX.NET but it uses C++/CLI. Is the goal portability to Linux/Mono and Mac/Mono as well as windows?

Mike


On 3/17/15 11:28 AM, Mister Blue wrote:
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] <mailto:[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 <tel:%28407%29%20242-0209>
    ------------------------------------------------------------------------
    *From:* [email protected]
    <mailto:[email protected]>
    [[email protected]
    <mailto:[email protected]>] on behalf of Sean
    M [[email protected] <mailto:[email protected]>]
    *Sent:* Monday, March 16, 2015 4:40 PM
    *To:* [email protected]
    <mailto:[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] <mailto:[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] <mailto:[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

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-- Michael Emory Cerquoni

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