Hi Hannes(?)

PAL is an abstraction layer for real-time simulation, such as games. However, 
there is nothing against adding support for complex physics to PAL or 
osgPhysics. This is true that it is not our first intention for osgPhysics but 
the project is a layer to "whatever you need". So maybe you'll see (ona day) an 
OpenFOAM or Code_Saturne support... this is possible.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Wed, 14 Jan 2009 22:52:28 +0100, hanne...@gmx.at <hanne...@gmx.at> a écrit:

> Sukender wrote:
>> Hi David,
>>
>> Thanks for the info. And yes, you're right about implementing
>> features in PAL.
>>
>> About the integration of audio and physics, we aim at giving users an
>> easier access to features often coupled with scene graphs. Doesn't it
>> make sense for you? Or maybe we're not talking about the same thing!?
>> I belive that providing a layer that facilitates the use of a physics
>> engine would give users an additional reason to use OSG for any
>> simulation.
>
> when you talk about simulation, you do not mean http://caelinux.com and such 
> with finite elements, non-linear thermo-mechanics, coupled fluid-structure 
> dynamics, seismic / non-linear explicit dynamics, contacts, visco-plasticity, 
> fluid dynamics, heat exchange, convection heat transfer and radiation, 
> electro-magnetcis and such. if i understand pal right than it is a game 
> physics layer and not a simulation physics layer.
>
> nothing bad about it, but i think it needs to be mentioned.
>
> would be great if osg would be used more also in the simulation field.
>
> best regards
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