Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
I can say that I am 100% sure that you do not need a Geforce card, or actually any video card at all, to write and use programs that are built on the PhysX SDK. You would only need a Geforce card if you decided to use hardware acceleration, which currently only works for fluids and cloths. So basically, for what you are doing you cant even utilize a Geforce card with the current version 2.8.x of PhysX. Regards, ~Mike B. On Thu, Jun 25, 2009 at 8:17 AM, Sukender wrote: > Hi Ümit, > > Isn't the geforce* needed only when you want to accelerate PhysX (=computed > partially on the GPU)? > Anyway, if you wish an engine and don't know which one to choose, you can > always try PAL (Physics Abstraction Layer), which works with ODE, Bullet, > PhysX, and more ( http://www.adrianboeing.com/pal/ and > http://sourceforge.net/projects/pal ). That way, the day you wish to switch > to another one, you'll have much less to do. > > Sukender > PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ > > > Le Thu, 25 Jun 2009 14:10:37 +0200, Ümit Uzun a > écrit: > >> Hi Sukeder, >> >> Thanks Sukender. I have decided to achieve Collision Detection in Physics >> Engine as you suggested. And I have searched about PhysX library and I >> found >> lots of paper which says we can only use PhsyX if we have geforce * or >> upper >> level graphics card. And so I don't think about using it. >> >> Regards. >> >> 2009/6/25 Sukender >> >>> Hi Ümit, >>> >>> About collisions, I agree you whould do it in the physics engine. (BTW, >>> does PhysX *require* a NVidia card? I guess no) >>> >>> And if you wish to have something that doesn't hide OSG, and that is much >>> simpler than Delta3D, then you may look at what I did in PVLE ( >>> http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit >>> hidden in PVLE, but I'm currently modifying it so it also shows ODE as it >>> does for OSG. >>> There are many other implementations that can bind physics and OSG (see >>> osgPhysics too... but it's not finished yet), but if you wish something >>> simple, then PVLE may suit your needs. >>> >>> Sukender >>> PVLE - Lightweight cross-platform game engine - >>> http://pvle.sourceforge.net/ >>> >>> >>> Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun a >>> écrit: >>> >>> >>> Hi Sergey; I have known about Delta3D. It uses ODE too, but I am in contradiction about using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have to spend some to get the structure and wrappers all other library. But with using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your suggestion, and I will try to understand Delta3D's integration way. Regards. 2009/6/18 Sergey Kurdakov Hi Ümit, > > you may take a look at delta3d ode integration, they add their stuff > which is particular to delta3d , still it is possible to extract > useful ideas. > > Regards > Sergey Kurdakov > http: > > On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun > wrote: > > Hi All, > > > > I am planing to create simple off road jeep-racing and I have looked > > at > the > > libraries to create dynamics and choose ODE. But I can't decide use > ODE's > > collision detection mechanism instead of osgUtil's > > polytopeintersector, > > planeintersector or linesegmentintersector classes. > > So if you were me, which collision detection system would choose? > > PostScript : I am noob on ODE, this experince will be the first > introdution > > for me. > > > > Any suggestion appreciated with glad. > > Regards. > > > > -- > > Ümit Uzun > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ >>> >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Hi Ümit, Isn't the geforce* needed only when you want to accelerate PhysX (=computed partially on the GPU)? Anyway, if you wish an engine and don't know which one to choose, you can always try PAL (Physics Abstraction Layer), which works with ODE, Bullet, PhysX, and more ( http://www.adrianboeing.com/pal/ and http://sourceforge.net/projects/pal ). That way, the day you wish to switch to another one, you'll have much less to do. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 25 Jun 2009 14:10:37 +0200, Ümit Uzun a écrit: Hi Sukeder, Thanks Sukender. I have decided to achieve Collision Detection in Physics Engine as you suggested. And I have searched about PhysX library and I found lots of paper which says we can only use PhsyX if we have geforce * or upper level graphics card. And so I don't think about using it. Regards. 2009/6/25 Sukender Hi Ümit, About collisions, I agree you whould do it in the physics engine. (BTW, does PhysX *require* a NVidia card? I guess no) And if you wish to have something that doesn't hide OSG, and that is much simpler than Delta3D, then you may look at what I did in PVLE ( http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit hidden in PVLE, but I'm currently modifying it so it also shows ODE as it does for OSG. There are many other implementations that can bind physics and OSG (see osgPhysics too... but it's not finished yet), but if you wish something simple, then PVLE may suit your needs. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun a écrit: Hi Sergey; I have known about Delta3D. It uses ODE too, but I am in contradiction about using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have to spend some to get the structure and wrappers all other library. But with using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your suggestion, and I will try to understand Delta3D's integration way. Regards. 2009/6/18 Sergey Kurdakov Hi Ümit, you may take a look at delta3d ode integration, they add their stuff which is particular to delta3d , still it is possible to extract useful ideas. Regards Sergey Kurdakov http: On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote: > Hi All, > > I am planing to create simple off road jeep-racing and I have looked at the > libraries to create dynamics and choose ODE. But I can't decide use ODE's > collision detection mechanism instead of osgUtil's polytopeintersector, > planeintersector or linesegmentintersector classes. > So if you were me, which collision detection system would choose? > PostScript : I am noob on ODE, this experince will be the first introdution > for me. > > Any suggestion appreciated with glad. > Regards. > > -- > Ümit Uzun > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Hi Sukeder, Thanks Sukender. I have decided to achieve Collision Detection in Physics Engine as you suggested. And I have searched about PhysX library and I found lots of paper which says we can only use PhsyX if we have geforce * or upper level graphics card. And so I don't think about using it. Regards. 2009/6/25 Sukender > Hi Ümit, > > About collisions, I agree you whould do it in the physics engine. (BTW, > does PhysX *require* a NVidia card? I guess no) > > And if you wish to have something that doesn't hide OSG, and that is much > simpler than Delta3D, then you may look at what I did in PVLE ( > http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit > hidden in PVLE, but I'm currently modifying it so it also shows ODE as it > does for OSG. > There are many other implementations that can bind physics and OSG (see > osgPhysics too... but it's not finished yet), but if you wish something > simple, then PVLE may suit your needs. > > Sukender > PVLE - Lightweight cross-platform game engine - > http://pvle.sourceforge.net/ > > > Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun a > écrit: > > > Hi Sergey; >> >> I have known about Delta3D. It uses ODE too, but I am in contradiction >> about >> using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have >> to spend some to get the structure and wrappers all other library. But >> with >> using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your >> suggestion, and I will try to understand Delta3D's integration way. >> >> Regards. >> >> 2009/6/18 Sergey Kurdakov >> >> Hi Ümit, >>> >>> you may take a look at delta3d ode integration, they add their stuff >>> which is particular to delta3d , still it is possible to extract >>> useful ideas. >>> >>> Regards >>> Sergey Kurdakov >>> http: >>> >>> On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote: >>> > Hi All, >>> > >>> > I am planing to create simple off road jeep-racing and I have looked at >>> the >>> > libraries to create dynamics and choose ODE. But I can't decide use >>> ODE's >>> > collision detection mechanism instead of osgUtil's polytopeintersector, >>> > planeintersector or linesegmentintersector classes. >>> > So if you were me, which collision detection system would choose? >>> > PostScript : I am noob on ODE, this experince will be the first >>> introdution >>> > for me. >>> > >>> > Any suggestion appreciated with glad. >>> > Regards. >>> > >>> > -- >>> > Ümit Uzun >>> > >>> > ___ >>> > osg-users mailing list >>> > osg-users@lists.openscenegraph.org >>> > >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> > >>> > >>> ___ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Hi Ümit, About collisions, I agree you whould do it in the physics engine. (BTW, does PhysX *require* a NVidia card? I guess no) And if you wish to have something that doesn't hide OSG, and that is much simpler than Delta3D, then you may look at what I did in PVLE ( http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit hidden in PVLE, but I'm currently modifying it so it also shows ODE as it does for OSG. There are many other implementations that can bind physics and OSG (see osgPhysics too... but it's not finished yet), but if you wish something simple, then PVLE may suit your needs. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun a écrit: Hi Sergey; I have known about Delta3D. It uses ODE too, but I am in contradiction about using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have to spend some to get the structure and wrappers all other library. But with using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your suggestion, and I will try to understand Delta3D's integration way. Regards. 2009/6/18 Sergey Kurdakov Hi Ümit, you may take a look at delta3d ode integration, they add their stuff which is particular to delta3d , still it is possible to extract useful ideas. Regards Sergey Kurdakov http: On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote: > Hi All, > > I am planing to create simple off road jeep-racing and I have looked at the > libraries to create dynamics and choose ODE. But I can't decide use ODE's > collision detection mechanism instead of osgUtil's polytopeintersector, > planeintersector or linesegmentintersector classes. > So if you were me, which collision detection system would choose? > PostScript : I am noob on ODE, this experince will be the first introdution > for me. > > Any suggestion appreciated with glad. > Regards. > > -- > Ümit Uzun > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Hi Micheal; Thanks for your polite offer to helping me:) I have looked Bullet and Nvidia PhysX. I can't choose PhysX because I want to run my PhysX engine ATI. I think it's not support. Or do you think it can be modified to send the physics calculation to CPU instead of GPU on PhysX. I had tried to grasp the Bullet but it seems much complicated then ODE, so I choosed ODE. Yes as you said, I have to handle collision detection and create contact with physics dynamics if I choose another collision library instead of own one. So this is big problem, so the real solution seems to use main library of ODE. If you have any suggestion, I appreciate with glad :) Regards and Thanks. 2009/6/18 Michael Bosse' > One more thing, if you do your collision detection in OSG, you will > need to handle the physical response yourself. The physics engine is > already set up to handle that correctly. For starters, i'd just stick > with physics. > > > On Thu, Jun 18, 2009 at 2:54 AM, Sergey Kurdakov > wrote: > > Hi Ümit, > > > > you may take a look at delta3d ode integration, they add their stuff > > which is particular to delta3d , still it is possible to extract > > useful ideas. > > > > Regards > > Sergey Kurdakov > > http: > > > > On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote: > >> Hi All, > >> > >> I am planing to create simple off road jeep-racing and I have looked at > the > >> libraries to create dynamics and choose ODE. But I can't decide use > ODE's > >> collision detection mechanism instead of osgUtil's polytopeintersector, > >> planeintersector or linesegmentintersector classes. > >> So if you were me, which collision detection system would choose? > >> PostScript : I am noob on ODE, this experince will be the first > introdution > >> for me. > >> > >> Any suggestion appreciated with glad. > >> Regards. > >> > >> -- > >> Ümit Uzun > >> > >> ___ > >> osg-users mailing list > >> osg-users@lists.openscenegraph.org > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > >> > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Sergey Kurdakov wrote: > Hi Ümit, > > you may take a look at delta3d ode integration, they add their stuff > which is particular to delta3d , still it is possible to extract > useful ideas. There are also few examples on the Wiki, those are probably easier to digest than the large Delta code. Regarding the collision detection - it should absolutely be done using the ODE libraries. The OSG code is not optimized to detect collisions between arbitrary meshes, moreover you will be colliding overly detailed objects - huge performance penalty. Regards, Jan -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFKOgten11XseNj94gRAmnJAKC4fMIB/ZdoNMsMoNZDDVT+uWoPygCgp/Mg M3yX1mYGyCfv5+kHAtNMZj4= =lVjg -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Hi Sergey; I have known about Delta3D. It uses ODE too, but I am in contradiction about using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have to spend some to get the structure and wrappers all other library. But with using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your suggestion, and I will try to understand Delta3D's integration way. Regards. 2009/6/18 Sergey Kurdakov > Hi Ümit, > > you may take a look at delta3d ode integration, they add their stuff > which is particular to delta3d , still it is possible to extract > useful ideas. > > Regards > Sergey Kurdakov > http: > > On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote: > > Hi All, > > > > I am planing to create simple off road jeep-racing and I have looked at > the > > libraries to create dynamics and choose ODE. But I can't decide use ODE's > > collision detection mechanism instead of osgUtil's polytopeintersector, > > planeintersector or linesegmentintersector classes. > > So if you were me, which collision detection system would choose? > > PostScript : I am noob on ODE, this experince will be the first > introdution > > for me. > > > > Any suggestion appreciated with glad. > > Regards. > > > > -- > > Ümit Uzun > > > > ___ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
One more thing, if you do your collision detection in OSG, you will need to handle the physical response yourself. The physics engine is already set up to handle that correctly. For starters, i'd just stick with physics. On Thu, Jun 18, 2009 at 2:54 AM, Sergey Kurdakov wrote: > Hi Ümit, > > you may take a look at delta3d ode integration, they add their stuff > which is particular to delta3d , still it is possible to extract > useful ideas. > > Regards > Sergey Kurdakov > http: > > On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote: >> Hi All, >> >> I am planing to create simple off road jeep-racing and I have looked at the >> libraries to create dynamics and choose ODE. But I can't decide use ODE's >> collision detection mechanism instead of osgUtil's polytopeintersector, >> planeintersector or linesegmentintersector classes. >> So if you were me, which collision detection system would choose? >> PostScript : I am noob on ODE, this experince will be the first introdution >> for me. >> >> Any suggestion appreciated with glad. >> Regards. >> >> -- >> Ümit Uzun >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Ümit Uzun, Modeling dynamic entities in physics is quite different from the visual model that you are accustomed to. Personally, I would create your physical model of your jeep and your world in physics, and allow physics to determine the intersects. Your visual world will, probably, contain much more detail than will be required in your physics world. For instance, plants on the ground will need to be drawn in the visual, but will not appear in the physics database unless required. In short, let physics do the collision detection for physics, keep your physics entities and databases as sparse as possible and you will get the best performance. Also, just because I am curious, did you look at bullet physics or nVidia PhysX? On Thu, Jun 18, 2009 at 2:35 AM, Ümit Uzun wrote: > Hi All, > > I am planing to create simple off road jeep-racing and I have looked at the > libraries to create dynamics and choose ODE. But I can't decide use ODE's > collision detection mechanism instead of osgUtil's polytopeintersector, > planeintersector or linesegmentintersector classes. > So if you were me, which collision detection system would choose? > PostScript : I am noob on ODE, this experince will be the first introdution > for me. > > Any suggestion appreciated with glad. > Regards. > > -- > Ümit Uzun > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.
Hi Ümit, you may take a look at delta3d ode integration, they add their stuff which is particular to delta3d , still it is possible to extract useful ideas. Regards Sergey Kurdakov http: On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote: > Hi All, > > I am planing to create simple off road jeep-racing and I have looked at the > libraries to create dynamics and choose ODE. But I can't decide use ODE's > collision detection mechanism instead of osgUtil's polytopeintersector, > planeintersector or linesegmentintersector classes. > So if you were me, which collision detection system would choose? > PostScript : I am noob on ODE, this experince will be the first introdution > for me. > > Any suggestion appreciated with glad. > Regards. > > -- > Ümit Uzun > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Any suggestion about OSG-ODE integration and collision detection.
Hi All, I am planing to create simple off road jeep-racing and I have looked at the libraries to create dynamics and choose ODE. But I can't decide use ODE's collision detection mechanism instead of osgUtil's polytopeintersector, planeintersector or linesegmentintersector classes. So if you were me, which collision detection system would choose? PostScript : I am noob on ODE, this experince will be the first introdution for me. Any suggestion appreciated with glad. Regards. -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org