[realXtend] Re: about physics simulation in naali

2011-05-26 Thread flair chopin
Well, Toni, yes I need Naali0.4+Taiga mode now. According to your
guide in building mode I can't found any physical settings in
Components list or Properties list? how can I do and could you help
me?
Regards
Wang

On 5月27日, 下午12时50分, Toni Alatalo  wrote:
> On Thu, 2011-05-26 at 18:00 -0700, flair chopin wrote:
> > Toni, may you tell me how I can put mass to a prim step by step in
> > Naali, that is, after I "New Object" in "Building " Mode I got a new
> > box which component or property should I add to it to activate the
> > physical simulation?
>
> I'm sorry I don't remember it exactly offhand -- will need to test
> myself, and may not have time for that before Monday (am currently home
> alone with two small kids that are about to wake up :)
>
> IIRC for meshes there is a field for 'collision mesh' where you can put
> a mesh reference for the geometry that should be used for collisions.
>
> For prims that's not needed, but just making the prim physical somehow
> suffices. Probably it is some property like 'physical' in the properties
> list (the other tab besides 'components' in lower right corner in build
> mode). The ODE engine on the Opensim server side (when using Opensim)
> executes physics. And for info to Jonne, it is a basically identical
> rigidbody physics engine as Bullet.
>
> In Tundra there is the Bullet library, which is also normally used on
> the server side, but it's available on the client side as well (but not
> in 0.4 yet, only in newer versions, currently the Tundra 1.0 series).
>
> Would be nice to know if you really need Opensim (Taiga), or if could
> use Tundra instead -- am always curious to know about real needs that
> people have with respect to that.
>
> Also because one other group has already made some AR tests with Tundra,
> there is a new video input module for that with support for selectively
> rendering certain objects on top of the real life video background etc.
> This is client side, so probably could be used with Opensim too if
> that's necessary.
>
> > Wang
>
> ~Toni
>
>
>
>
>
>
>
>
>
> > On 5月26日, 下午6时44分, Jonne Nauha  wrote:
> > > I am not 100% certain but doesn't opensim physics only provide collisions 
> > > so
> > > stuff doesn't go inside one another. But it does not provide gravity and
> > > mass for objects. Like putting mass to a prim so you can push it with your
> > > avatar. I at least never seen that in opensim but might be there? :P Funny
> > > if i never saw that while doing OS, i guess focused on other stuff 
> > > instead.
>
> > > How was that ludos "ball" world physics made, didnt they modify the 
> > > opensim
> > > physics or client physics or something?
>
> > > Best regards,
> > > Jonne Nauha
> > > Adminotech developer
>
> > > 2011/5/26 flair chopin 
>
> > > > Well, many thx for Toni's explanation.
>
> > > > But may you tell me how can I activate the Physics simulation in Naali
> > > > after I made physics settings in Taiga with
> > > > "physics=OpenDynamicsEngine" or "physics=BulletPhysics" in
> > > > OpenSim.ini.
> > > > Can I obtain a more precise simulation result with Bullet than with
> > > > ODE, at the same time Taiga will cost much more computing resources?
>
> > > > Another problem is, I have found some qt phonon code, but how can I
> > > > use its corresponding functions, for an example how can I play a video
> > > > in Naali not by web page?
>
> > > > On 5月26日, 下午2时10分, Toni Alatalo  wrote:
> > > > > On Wed, 2011-05-25 at 05:10 -0700, flair chopin wrote:
> > > > > > Dear all, could you tell me how can I run a physics simulation in 
> > > > > > Naali
> > > > > > +Taiga?
>
> > > > > I find it easier on Tundra, i.e. when the Naali code is used as
> > > > > standalone or as a server as well. Several of the bundled demos 
> > > > > feature
> > > > > that, in the scenes directory, e.g. Pong has it automatically on and
> > > > > Physics demo lets you start physics yourself, is featured at 50secs in
> > > > > this video:http://www.youtube.com/watch?v=Wg6SAQPW-9k. Physics are
> > > > > enabled by adding a RigidBody component to the objects, there is also 
> > > > > a
> > > > > console command that does it automatically for all objects.
>
> > > > > So I'd use this if don't need Opensim especially for some reason.
> > > > > Yaoyansi needs Opensim, so I reply about how it goes there in the next
> > > > > post for him :)
>
> > > > > ~Toni
>
> > > > --
> > > >http://groups.google.com/group/realxtend
> > > >http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Re: about physics simulation in naali

2011-05-26 Thread Toni Alatalo
On Thu, 2011-05-26 at 18:00 -0700, flair chopin wrote:
> Toni, may you tell me how I can put mass to a prim step by step in
> Naali, that is, after I "New Object" in "Building " Mode I got a new
> box which component or property should I add to it to activate the
> physical simulation?

I'm sorry I don't remember it exactly offhand -- will need to test
myself, and may not have time for that before Monday (am currently home
alone with two small kids that are about to wake up :)

IIRC for meshes there is a field for 'collision mesh' where you can put
a mesh reference for the geometry that should be used for collisions.

For prims that's not needed, but just making the prim physical somehow
suffices. Probably it is some property like 'physical' in the properties
list (the other tab besides 'components' in lower right corner in build
mode). The ODE engine on the Opensim server side (when using Opensim)
executes physics. And for info to Jonne, it is a basically identical
rigidbody physics engine as Bullet.

In Tundra there is the Bullet library, which is also normally used on
the server side, but it's available on the client side as well (but not
in 0.4 yet, only in newer versions, currently the Tundra 1.0 series).

Would be nice to know if you really need Opensim (Taiga), or if could
use Tundra instead -- am always curious to know about real needs that
people have with respect to that. 

Also because one other group has already made some AR tests with Tundra,
there is a new video input module for that with support for selectively
rendering certain objects on top of the real life video background etc.
This is client side, so probably could be used with Opensim too if
that's necessary.

> Wang

~Toni

> 
> On 5月26日, 下午6时44分, Jonne Nauha  wrote:
> > I am not 100% certain but doesn't opensim physics only provide collisions so
> > stuff doesn't go inside one another. But it does not provide gravity and
> > mass for objects. Like putting mass to a prim so you can push it with your
> > avatar. I at least never seen that in opensim but might be there? :P Funny
> > if i never saw that while doing OS, i guess focused on other stuff instead.
> >
> > How was that ludos "ball" world physics made, didnt they modify the opensim
> > physics or client physics or something?
> >
> > Best regards,
> > Jonne Nauha
> > Adminotech developer
> >
> > 2011/5/26 flair chopin 
> >
> >
> >
> >
> >
> >
> >
> > > Well, many thx for Toni's explanation.
> >
> > > But may you tell me how can I activate the Physics simulation in Naali
> > > after I made physics settings in Taiga with
> > > "physics=OpenDynamicsEngine" or "physics=BulletPhysics" in
> > > OpenSim.ini.
> > > Can I obtain a more precise simulation result with Bullet than with
> > > ODE, at the same time Taiga will cost much more computing resources?
> >
> > > Another problem is, I have found some qt phonon code, but how can I
> > > use its corresponding functions, for an example how can I play a video
> > > in Naali not by web page?
> >
> > > On 5月26日, 下午2时10分, Toni Alatalo  wrote:
> > > > On Wed, 2011-05-25 at 05:10 -0700, flair chopin wrote:
> > > > > Dear all, could you tell me how can I run a physics simulation in 
> > > > > Naali
> > > > > +Taiga?
> >
> > > > I find it easier on Tundra, i.e. when the Naali code is used as
> > > > standalone or as a server as well. Several of the bundled demos feature
> > > > that, in the scenes directory, e.g. Pong has it automatically on and
> > > > Physics demo lets you start physics yourself, is featured at 50secs in
> > > > this video:http://www.youtube.com/watch?v=Wg6SAQPW-9k. Physics are
> > > > enabled by adding a RigidBody component to the objects, there is also a
> > > > console command that does it automatically for all objects.
> >
> > > > So I'd use this if don't need Opensim especially for some reason.
> > > > Yaoyansi needs Opensim, so I reply about how it goes there in the next
> > > > post for him :)
> >
> > > > ~Toni
> >
> > > --
> > >http://groups.google.com/group/realxtend
> > >http://www.realxtend.org
> 


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


[realXtend] Re: about physics simulation in naali

2011-05-26 Thread flair chopin
Dear Ali, where can I get VirtualExpo world scene file? And must I
execute "load oar" command in Taiga?
In Naali how can I activate it's physical simulation after I made a
configuration of ODE/Bullet in Taiga?

Regards
Wang

On 5月26日, 下午6时48分, Ali Kämäräinen  wrote:
> Hi,
>
> WRT the spherical world of VirtualExpo, yes it was a hack to (Rex)ODE.
>
> Grey skies,
> Ali Kämäräinen

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


[realXtend] Re: about physics simulation in naali

2011-05-26 Thread flair chopin
Toni, may you tell me how I can put mass to a prim step by step in
Naali, that is, after I "New Object" in "Building " Mode I got a new
box which component or property should I add to it to activate the
physical simulation?

Regards
Wang

On 5月26日, 下午6时44分, Jonne Nauha  wrote:
> I am not 100% certain but doesn't opensim physics only provide collisions so
> stuff doesn't go inside one another. But it does not provide gravity and
> mass for objects. Like putting mass to a prim so you can push it with your
> avatar. I at least never seen that in opensim but might be there? :P Funny
> if i never saw that while doing OS, i guess focused on other stuff instead.
>
> How was that ludos "ball" world physics made, didnt they modify the opensim
> physics or client physics or something?
>
> Best regards,
> Jonne Nauha
> Adminotech developer
>
> 2011/5/26 flair chopin 
>
>
>
>
>
>
>
> > Well, many thx for Toni's explanation.
>
> > But may you tell me how can I activate the Physics simulation in Naali
> > after I made physics settings in Taiga with
> > "physics=OpenDynamicsEngine" or "physics=BulletPhysics" in
> > OpenSim.ini.
> > Can I obtain a more precise simulation result with Bullet than with
> > ODE, at the same time Taiga will cost much more computing resources?
>
> > Another problem is, I have found some qt phonon code, but how can I
> > use its corresponding functions, for an example how can I play a video
> > in Naali not by web page?
>
> > On 5月26日, 下午2时10分, Toni Alatalo  wrote:
> > > On Wed, 2011-05-25 at 05:10 -0700, flair chopin wrote:
> > > > Dear all, could you tell me how can I run a physics simulation in Naali
> > > > +Taiga?
>
> > > I find it easier on Tundra, i.e. when the Naali code is used as
> > > standalone or as a server as well. Several of the bundled demos feature
> > > that, in the scenes directory, e.g. Pong has it automatically on and
> > > Physics demo lets you start physics yourself, is featured at 50secs in
> > > this video:http://www.youtube.com/watch?v=Wg6SAQPW-9k. Physics are
> > > enabled by adding a RigidBody component to the objects, there is also a
> > > console command that does it automatically for all objects.
>
> > > So I'd use this if don't need Opensim especially for some reason.
> > > Yaoyansi needs Opensim, so I reply about how it goes there in the next
> > > post for him :)
>
> > > ~Toni
>
> > --
> >http://groups.google.com/group/realxtend
> >http://www.realxtend.org

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Re: about physics simulation in naali

2011-05-26 Thread Ali Kämäräinen
Hi,

WRT the spherical world of VirtualExpo, yes it was a hack to (Rex)ODE.

Grey skies,
Ali Kämäräinen

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: about physics simulation in naali

2011-05-26 Thread Jonne Nauha
I am not 100% certain but doesn't opensim physics only provide collisions so
stuff doesn't go inside one another. But it does not provide gravity and
mass for objects. Like putting mass to a prim so you can push it with your
avatar. I at least never seen that in opensim but might be there? :P Funny
if i never saw that while doing OS, i guess focused on other stuff instead.

How was that ludos "ball" world physics made, didnt they modify the opensim
physics or client physics or something?

Best regards,
Jonne Nauha
Adminotech developer


2011/5/26 flair chopin 

> Well, many thx for Toni's explanation.
>
> But may you tell me how can I activate the Physics simulation in Naali
> after I made physics settings in Taiga with
> "physics=OpenDynamicsEngine" or "physics=BulletPhysics" in
> OpenSim.ini.
> Can I obtain a more precise simulation result with Bullet than with
> ODE, at the same time Taiga will cost much more computing resources?
>
> Another problem is, I have found some qt phonon code, but how can I
> use its corresponding functions, for an example how can I play a video
> in Naali not by web page?
>
>
> On 5月26日, 下午2时10分, Toni Alatalo  wrote:
> > On Wed, 2011-05-25 at 05:10 -0700, flair chopin wrote:
> > > Dear all, could you tell me how can I run a physics simulation in Naali
> > > +Taiga?
> >
> > I find it easier on Tundra, i.e. when the Naali code is used as
> > standalone or as a server as well. Several of the bundled demos feature
> > that, in the scenes directory, e.g. Pong has it automatically on and
> > Physics demo lets you start physics yourself, is featured at 50secs in
> > this video:http://www.youtube.com/watch?v=Wg6SAQPW-9k. Physics are
> > enabled by adding a RigidBody component to the objects, there is also a
> > console command that does it automatically for all objects.
> >
> > So I'd use this if don't need Opensim especially for some reason.
> > Yaoyansi needs Opensim, so I reply about how it goes there in the next
> > post for him :)
> >
> > ~Toni
>
> --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

[realXtend] Re: about physics simulation in naali

2011-05-26 Thread flair chopin
Well, many thx for Toni's explanation.

But may you tell me how can I activate the Physics simulation in Naali
after I made physics settings in Taiga with
"physics=OpenDynamicsEngine" or "physics=BulletPhysics" in
OpenSim.ini.
Can I obtain a more precise simulation result with Bullet than with
ODE, at the same time Taiga will cost much more computing resources?

Another problem is, I have found some qt phonon code, but how can I
use its corresponding functions, for an example how can I play a video
in Naali not by web page?


On 5月26日, 下午2时10分, Toni Alatalo  wrote:
> On Wed, 2011-05-25 at 05:10 -0700, flair chopin wrote:
> > Dear all, could you tell me how can I run a physics simulation in Naali
> > +Taiga?
>
> I find it easier on Tundra, i.e. when the Naali code is used as
> standalone or as a server as well. Several of the bundled demos feature
> that, in the scenes directory, e.g. Pong has it automatically on and
> Physics demo lets you start physics yourself, is featured at 50secs in
> this video:http://www.youtube.com/watch?v=Wg6SAQPW-9k. Physics are
> enabled by adding a RigidBody component to the objects, there is also a
> console command that does it automatically for all objects.
>
> So I'd use this if don't need Opensim especially for some reason.
> Yaoyansi needs Opensim, so I reply about how it goes there in the next
> post for him :)
>
> ~Toni

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org