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
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
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
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
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
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
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..."
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
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
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
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
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