[vos-d] Linking errors with XP

2005-10-01 Thread Jason Moyers
I am trying to build VOS with MinGW/Msys, I get the following errors while linking:  g++ -DHAVE_CONFIG_H -I. -I. -I../../../libs/vos -I../../../libs -I../../../libs -DVIP_EXPORTS -I/home/Administrator/src/vos-win32-mingw-libs-0.22//include -D_M    T -mthreads -I/home/Administrator/src/v

Re: [vos-d] reducing number of libraries

2005-12-18 Thread Jason Moyers
Hello all,I think reducing the VOS libs is a good idea, less linking means quicker builds right? As far as I can tell there aren't that many applications using VOS (ter'angreal and betaverse are the only 2 current projects i can think of at the moment) so now would be the time to make serious chang

[vos-d] New VOS classes

2005-12-18 Thread Jason Moyers
Hello all,I have spent the last week modeling a motorcycle in blender ( http://interreality.org/~masonjoyers/crotchrocket/index.html ) and now that I have this spiffy model, I want to drive it around. To accomplish this I think I will add a vehicle class in A3DL. The question is what form of physic

Re: [vos-d] New VOS classes

2005-12-18 Thread Jason Moyers
On 12/18/05, Jonathan Jones <[EMAIL PROTECTED]> wrote: Probably the best thing to do is to write a class "physics object" firstto give us a point where we can start the physics engine. Then have yourvehicle as a descendant.The vehicle class I have envisioned provides a VOS representation (both 3D a

Re: [vos-d] New VOS classes

2005-12-19 Thread Jason Moyers
On 12/18/05, Reed Hedges <[EMAIL PROTECTED]> wrote: -BEGIN PGP SIGNED MESSAGE-Hash: SHA1Also, what will be the purpose of a "vehicle" type in A3DL?I'm currently getting hierarchical objects working in CSVOSA3DL.Currently all you would have to do to make that work (once I finish making the C

[vos-d] Plan of Action

2005-12-21 Thread Jason Moyers
Ok, I am going to see if I can get the ODE code working well enough to use. Then I will looking into how to "properly" like VOS/ODE objects, and write a location based container object to store said VOS/ODE objects. Then I will link it all together and drive my bike around the park. Some side notes

[vos-d] local avatar models

2006-03-03 Thread Jason Moyers
When I connect to vip://interreality.org/world with my avatar object is not shown, howeven I connect to a3dldemo running on a local box here it works just fine. The following generates my local avatar. bool BVavatar::Init( BetaVerse *beta, iVosApi *sec ) {   LOG( "BVavatar::Init", 3, "starting..."

Re: [vos-d] VOS 0.23.0-pre2 released

2006-03-05 Thread Jason Moyers
On 3/5/06, Reed Hedges <[EMAIL PROTECTED]> wrote: -BEGIN PGP SIGNED MESSAGE-Hash: SHA1> [Thu Mar  2 13:04:08 2006 (2) vosmodel] Constructing model> crystalspace.maploader.parse:  Model buffer not recognized!> ALERT: crystalspace.maploader.parse :  Model buffer not recognized!> [Thu Mar  2 1

Re: [vos-d] next priorities

2006-04-03 Thread Jason Moyers
Animation and 3d model support would go a long way into making VOS look pretty verses the "developer art" look we are currently sporting.Has anyone played with AWS2? I am currently using PAWS for UI, while pretty feature rich it is sometimes a pain. I have recently been tempted to dump PAWS and try

[vos-d] Skeletal Animation support (.x style)

2006-04-24 Thread Jason Moyers
So last week I stumbled on this: "Loading and displaying .x files without DirectX" http://www.gamedev.net/reference/programming/features/xfilepc/ I have skimmed through the article and at glance what appears to need to happen is as follows:Add Bone, SkelModel and SkelAnim classes to A3DL. These wou

Re: [vos-d] Skeletal Animation support (.x style)

2006-04-24 Thread Jason Moyers
If you are doing skeletal animation, you probably want to cross-check yourdesign with Cal3D ( http://cal3d.sourceforge.net/) and H-Anim(http://www.web3d.org/x3d/specifications/ISO-IEC-19774-HumanoidAnimation/ ,the spec is a real slog but somewhere in there is a discussion how theyhandle issues like