Hi res,

Wednesday, June 27, 2007, 11:00:38 PM, you wrote:

> 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).

I will suggest following resolution: use current physics loader as a
base for other (physics engine specific) loaders. The base will
contain all stuff that can be set from current CS iDynamics (and
similar) interfaces, when descendant loaders will handle engine
specific setup.

On the other hand Bullet and PhysX can use Collada, so the fastest
solution will be to keep current loader for ODE only, when for others
physics node will contain data in Collada format (as res suggested).

For my personal needs I wanted to have a way to bind
bones, meshes, lights etc. to dynamics objects, but I'm not sure if
this will be possible with mixed Collada and CS map formats (I will
need to use unique names or ids for rigid bodies and colliders).

-- 
greetings,
 Piotr Obrzut                           mailto:[EMAIL PROTECTED]


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