Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Ümit Uzun
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.

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Sukender
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 (

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Michael Bosse'
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

[osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Ümit Uzun
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

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread 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 Uzunumituzu...@gmail.com wrote: Hi All, I am planing to create

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Michael Bosse'
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

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread 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 Kurdakovsergey.fo...@gmail.com

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Ümit Uzun
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

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Jan Ciger
-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

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Ümit Uzun
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