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 m
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-
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 m
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 m
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 tha
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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
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
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.ne
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.
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.adrianboe
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 basic
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