[Bf-committers] Gameengine - ODE and Python
maci_ray
bf-committers@blender.org
Mon, 28 Jul 2003 13:15:07 +0200 (CEST)
--- Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> schrieb:
> Hi Michael,
Hi Kester
> It's funny how these things come up - I starting poking the game engine this
> weekend.
I read a book of someone who says that there is a common memory and
spirit :-).
> This is what I accomplished:
>
> Updated ODE from ODE cvs. ODE now depends on OPCODE (OPtimised COllision
> DEtection) which is included in the ODE cvs for trimesh collision support.
I use in a more conservative way the latest release.
> Code to trigger the sensors that depend on collision detection: ray, touch,
> collision and near.
I suppose dynamics work for you? Could someone please verify on (msvc build)
windows.
> 2. Use ODE trimesh support. Only box and sphere bounding boxes are used.
Are the ode examples functionating? After some time there are internal
errors at my box.
> 3. Cleanup memory management. Not doing that yet! :(
BTW: Why not use the C++ interface?
> 5. Wrap ODE in Python for Blender - cloth simulations etc.
That would be useful, but remeber what happens to sumo if
solid come back?
> The physics is a bit different to 2.24 - less game physics, more real
> physics.
You're very lucky with working physics :-((. Maybe I should post my
testfile?
Maci_Ray.
__________________________________________________________________
Gesendet von Yahoo! Mail - http://mail.yahoo.de
Logos und Klingeltöne fürs Handy bei http://sms.yahoo.de