05, 2012 12:04 PM
*Subject:* Re: [Opensim-dev] Prospective ODE physics changes
Hi again,
Forgot to mention that you can find working code at
https://github.com/UbitUmarov/__Ubit-opensim
https://github.com/UbitUmarov/Ubit-opensim where i did tried
To: opensim-dev@lists.berlios.de
Sent: Wednesday, January 04, 2012 7:53 PM
Subject: Re: [Opensim-dev] Prospective ODE physics changes
ODE Documentation and examples :)
Regards
Dan
On Wed, Jan 4, 2012 at 2:46 PM, Justin Clark-Casey jjusti...@googlemail.com
wrote:
Hi Teravus, nice
@lists.berlios.de
Sent: Thursday, January 05, 2012 11:39 AM
Subject: Re: [Opensim-dev] Prospective ODE physics changes
Hi,
Justin, before thicking about reducing the size of the array passed to
ode collide function to receive the colision contacts information, maybe you
should remember
PM
Subject: Re: [Opensim-dev] Prospective ODE physics changes
Hi again,
Forgot to mention that you can find working code at
https://github.com/UbitUmarov/Ubit-opensim where i did tried to fix those and
other issues
You may see, use, adapt and of course improve.
Regards,
Ubit
: [Opensim-dev] Prospective ODE physics changes
Hi again,
Forgot to mention that you can find working code at
https://github.com/UbitUmarov/Ubit-opensim where i did tried to
fix those and other issues
You may see, use, adapt and of course improve.
Thanks, I'll certainly bear
Message -
*From:* AJLDuarte mailto:ajldua...@sapo.pt
*To:* opensim-dev@lists.berlios.de mailto:opensim-dev@lists.**
berlios.de opensim-dev@lists.berlios.de
*Sent:* Thursday, January 05, 2012 12:04 PM
*Subject:* Re: [Opensim-dev] Prospective ODE physics changes
Hi again
On 03/01/12 21:58, Adams, Robert wrote:
...
According to [2], the maximum reported scripting collision contacts is 8.
Testing with 8 on Wright Plaza today in the Tuesday meeting seemed to greatly
reduce physics scene time compared to
previously without any apparent loss of required fidelity
The current ODE library is already post 0..11.1 (r1755).
On 03/01/12 22:28, M.E. Verhagen wrote:
Maybe it is a good idea to also update the ode to the 0.11 version ?
2012/1/3, Adams, Robertrobert.ad...@intel.com:
...
According to [2], the maximum reported scripting collision contacts is 8.
Hi Teravus, nice to hear from you again!
Yes, more testing is needed, hopefully on OSGrid. But it seems there may be a tradeoff between having super smooth
physics objects and being able to get more avatars in a scene without encountering cpu limits. My perception is having
more avatars is a
This is a good point, though there are still some walking/standing avatars in meetings. And as there haven't been any
other significant physics changes recently or changes to the layout of WP (as far as I know) then from my testing the
collision adjustment is really the only varying change.
Maybe it is a good idea to also update the ode to the 0.11 version ?
2012/1/3, Adams, Robert robert.ad...@intel.com:
...
According to [2], the maximum reported scripting collision contacts is 8.
Testing with 8 on Wright Plaza today in the Tuesday meeting seemed to
greatly reduce physics
With ODE, it depends on the physics situation.
With Tri-Mesh and the heightfield collider specifically, ODE generates lots
of small effect contacts and then the stepper integrates them all into a
contact resolution force. With tri-mesh and the heightfield, depending on
how an object collides
Would a Wright Plaza meeting even have multiple point collisions? Most
(all?) of the active physical objects are avatar agents and they use
capsule colliders rather than meshes. Also, most are sitting and the few
that aren't are standing on or moving across a flat surface, probably far
away from
Hi,
On 02/01/2012 21:51, Justin Clark-Casey wrote:
I'm thinking of making two ODE related changes.
1) Replace the current ODE libraries in OpenSimulator with ones compiled
using the older GIMPACT collider instead of
OPCODE. This is to address ODE crashes in simulators with more than one
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