[Bf-committers] Gameengine - ODE and Python
John K. Walton
Mon, 28 Jul 2003 06:42:36 -0400 (EDT)
On Mon, 28 Jul 2003, Alexander Ewering wrote:
> Hi Kester,
> intrr here. It's great to see someone finally gets really involved
> with the game engine.
> I never bothered to look into Blender's game engine features too
> much, until this weekend. And I must say, I am quite impressed
> with it. Managed to do a little world with quite complex stuff
> I've never seen so far in commercial games, so I guess this
> gameengine is quite promising, and I'm willing to help to bring
> it back and improve it, AS FAR AS I CAN, of course :)
> I don't have _any_ C++ skills, though I do have some knowledge
> (see audio-sequence-stuff) in C.
> > weekend. This is what I accomplished:
> I suppose you are working on a local 2.28 tree?
> > Code to trigger the sensors that depend on collision detection: ray, touch,
> > collision and near.
> Great. So they fully work again?
> > Sound. Sound plays on Linux. intrr has disabled the game engine sound - my
> > sound driver will allow /dev/dsp to be opened more than once.
> Yes, I had to disable it for that reason. Another possibility
> would be to have the gameengine redirect its output to the SDL
> mixing buffer.
it would be great to see SDL used instead of openal.
openal never worked on irix (even an NaN is was never implemented),
and intrr's sound work with SDL has been very successful.
> > TODO:
> > 1. radar: ode has no cone primitive. Ray: only works along the +z axis. I'm
> > going to look at the ODE transfrom class and see if that helps. If that
> > works, radar could be implemented by firing rays in a randomly within the
> > cone.
> I don't know what the Radar sensor does.
> > 2. Use ODE trimesh support. Only box and sphere bounding boxes are used.
> Box? That hasn't been in 2.25 as far as I know. I only know
> the usual "sphere" bounding box. So you added that?
> > 3. Cleanup memory management. Not doing that yet! :(
> Hmhmhmmmmmmm... :)
> > 4. Write an SDL audio out.
> Exactly - This is something I could look into I think.
> > 5. Wrap ODE in Python for Blender - cloth simulations etc.
> Too advanced for me :)
> > The physics is a bit different to 2.24 - less game physics, more real physics.
> > eg a sphere above an inclined plane will drop and roll down instead of
> > bouncing down.
> What exactly do you mean? That depends on the material types.
> A real sphere _will_ bounce (and not roll) down an inclined plane
> if the materials are like that. So are you saying that ODE
> doesn't support elastic materials, or that you didn't implement
> it yet?
> | alexander ewering instinctive new media
> | email@example.com http://www.instinctive.de
> | fon: +49-2393-220558 fax: +49-2393-220559
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