Hi,

>>      * 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).

> The current physics loader is an add-on - a plugin loaded at runtime.
> Via addons maps can be augmented with pretty much arbitrary data. Thus
> you could also use CS maps together with a custom loader for the
> physics-related data (be it Collada or some other format).

Sorry, not sure I understand. Do you mean merging Collada physics data with
CS maps, and then having each loader to handle its own part? Like using
<addon><plugin>..., for inserting e.g. Collada data into CS maps?

One aspect that really concerns me is tooling for creating/exporting
contents to the engines (ie. CS and PhysX).

Merging Collada physics data into CS maps doesn't sound at first a
straightforward solution, because there wouldn't be a ready tool for
exporting everything together, and the resulting format would be a mix of
standards. To accomplish that, modifying b2cs might be an option (not sure
if allowed, or even worth doing). Then we would be able to export everything
from the same creation environment (Blender + b2cs) at once. CS map data
would be handled by current map loader and Collada physics data, exported by
a custom/modded exporter, would be handled by a PhysX custom loader.

Another option would be to load world geometry, uvmapping, etc. and physics
data from Collada format through a more comprehensive custom loader, leaving
to CS map format only basic engine initialization or specific features (if
needed). I'm not sure if the work in progress on the Collada plugin by Scott
Johnson would accomplish to or simplify this task (the on-the-fly mode...).
What sounds interesting on this approach is to stick on a standard for 3D
data.

Last would be to use world files exactly as exported by b2cs (including
physics) and implement a custom physics loader, providing an abstraction
layer for instancing data compatible to PhysX. A drawback might be the
difficulty to explore and adjust exclusive PhysX features, but this can be
worked around by custom tags... I use to prefer 'standards' than 'customs'
but this might be the less painful way to obtain results.

I will be trying to understand for a while the benefits and drawbacks of
each approach, and I would be very grateful if someone more experienced on
CS could give directions, ideas or simply criticize.

Best regards,

Mario.


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of res
Sent: Wednesday, June 27, 2007 6:01 PM
To: CS developers and users list
Subject: Re: [CsMain] CS and PhysX

On 27.06.2007 22:50, Mario Lapin wrote:
>       * 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).

The current physics loader is an add-on - a plugin loaded at runtime.
Via addons maps can be augmented with pretty much arbitrary data. Thus
you could also use CS maps together with a custom loader for the
physics-related data (be it Collada or some other format).

-f.r.



-------------------------------------------------------------------------
This SF.net email is sponsored by DB2 Express
Download DB2 Express C - the FREE version of DB2 express and take
control of your XML. No limits. Just data. Click to get it now.
http://sourceforge.net/powerbar/db2/
_______________________________________________
Crystal-main mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/crystal-main
Unsubscribe: mailto:[EMAIL PROTECTED]

Reply via email to