[Bf-committers] Gameengine - ODE and Python

Patrick bf-committers@blender.org
Fri, 01 Aug 2003 09:07:02 -0700


car:

> For give me . But I say if it would help , break the compatibility.
> If it means getting a new fully working engine really quick. I say Do 
> it !
>
> I would rather have a super charged game system than a subpar thing 
> just so it can play the
> old subpar games that I made. ( and others, wee all have some ;)  } 


Yep, definately progress before compatibility, work on ODE now while we 
can, and drop in solid for those old folks when it comes.  If it comes 
at the end of August like ton says it might, it might be done before ODE 
is finished.  But ODE is a better bet.

maci_ray:

>From ODE-User Guide chapter 1.1:
>A first order integrator is being used. It's fast, but not accurate
>enough for quantitative engineering yet.

>That comment stopped me from thinking further about my simulation.
>I had the idea to give it a real forces facette.

That's too bad :( hopefully they add more support for accurate physics 
in the future.  Good thing it's open source ;)

>Could you mail me a testfile, please?


I'll do that as soon as I find one, I think it was xype who made a bunch 
of good, working testfiles, but his site where they were located is 
gone. If I can't find one, I'll make one.

>What's the problem? Which build system do you use? msvc6/7/cygwin/nanmake?
>I only know something about msvc6. I haven't managed a cygwin build


yep I'm on a cygwin build. When I tried compiling with the game engine, 
it broke when it reached the physics libraries, as I think it was 
looking for solid. I tried to take out that stuff somehow and it still 
broke. Then I tried taking out the game engine again, and it still broke 
in the same spot. I couldnt figure it out.

On culling I've managed to get it to not crash which is a big step, 
unfortunately it doesn't really work as expected.  The scene wont update 
unless you are holding a key down, sometimes it culles the left half of 
the screen, sometimes it culls all the objects, sometimes it culls none 
of them and runs really slow, and sometimes it still crashes.  I don't 
get why it works differently everytime but I suspect that I don't 
understand exactly what the camera functions GetModelviewMatrix and 
GetProjectionMatrix return.