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]
