Re: [Opensim-dev] Prospective ODE physics changes

2012-01-06 Thread Justin Clark-Casey
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-05 Thread AJLDuarte
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-05 Thread AJLDuarte
@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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-05 Thread AJLDuarte
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-05 Thread Justin Clark-Casey
: [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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-05 Thread Teravus Ovares
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-04 Thread Justin Clark-Casey
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-04 Thread Justin Clark-Casey
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.

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-04 Thread Justin Clark-Casey
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-04 Thread Justin Clark-Casey
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.

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-03 Thread M.E. Verhagen
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-03 Thread Teravus Ovares
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-03 Thread Dahlia Trimble
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

Re: [Opensim-dev] Prospective ODE physics changes

2012-01-02 Thread Melanie
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