Thank you very much for the answers.

It seems that PhysX "Import/Export via binary, ASCII or Collada to content
creation tools or game editor/ game engine" (quota from the ageia's
website).

So far I understood, it would be most useful if all world data might be
condensed onto a single package, including geometry, uvmapping, physics, and
other specific data. Considering CS' most comprehensive (if not only?) world
format is its own proprietary format, two ideas come to mind:
        * Adapt current map loader (including physics loader) to communicate
to PhysX API - then we continue to use blender2crystal and its great
interface (thanks Pablo) to create worlds with physics data;
        * Use a different map loader cs plugin (for instance Collada) and
then we could inject physics data directly into PhysX, through its own
import feature. We would be free to use to tool of choice (at least among
the ones supporting Collada).

I'm not sure which approach would be easier or most effective, but I have
the feeling that second approach would be more robust and 'lifelong'. Lots
of current 3D modeling tools supports Collada, and probably PhysX own
implementation of its parsing/instancing scheme would be better than
anything I might ever code. Also I would be free from giving maintenance to
the loader in order to support future PhysX features, collaborating to the
'lifelong' principle.

Any suggestions or comments?

After better understanding PhysX API and iDynamics interface, I will be very
glad to share some ideas on IRC. Thanks again.

Best regards,

Mario.



-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott
Johnson
Sent: Tuesday, June 26, 2007 12:10 PM
To: CS developers and users list
Subject: Re: [CsMain] CS and PhysX

Hi Mario:
>
> I was wondering if the current ODE support implementation is a good 
> starting point for this task. Further, I was thinking if it would make 
> sense to somehow perform a collaborative work with people working on 
> COLLADA support (Scott Johnson?), considering that one of the issues 
> about integrating PhysX would be its loader plugin.
>
Yep, that's me. :) I have to admit, I don't know a lot about the PhysX 
API, but I would be happy to work with you in developing a useful 
interface for loading. Right now, the COLLADA loader that I am working 
on will be mostly for use offline (conversion from one file format to 
another), although it will include support for online (on-the-fly) 
conversion, it might just be a little too slow. I intend to revise this 
in future versions, if needed. Does Aegia use COLLADA exclusively for 
loading their PhysX data? If so, when I get to the physics section of 
the convertor, I can make sure it supports dynamic loading better than 
the other parts of the conversion system.

Feel free to bug me on IRC or on my blog if you want to ask some 
questions about the Collada convertor, or have suggestions/feature 
requests.

~Scott


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