I'll have to pass this on to my programmer, but yet you are right, a unified tool chain with everything would be useful, but all the parts need to be working fully before that can happen. Unfortunately, I don't think my coders are that deep into CS to actually finish up COLLADA handling for CS, there needs to be someone who knows that code well that is willing to step up to the plate and integrate it, but for our purposes, having a tool that has those functions ready and available are priority for us. However, CS will be invaluable for starting development teams if everything can be put into an editor format that is easy to use. Maybe the Kyanite team can do that, I will help with what I can when I can, and try to accomplish this goal for everybody who is a game developer looking for open source, free and easy to use tools.
Brad Piotr Obrzut wrote: > Hi Brad, > > Friday, March 27, 2009, 10:00:48 PM, you wrote: > > >> Well we had troubles with the ODE bounding box, and found that Bullet >> wasn't fully implemented for collision detection, so it was a huge >> headache for us to try to implement. Without proper collision >> detection, there is no good game. >> > > >> My programmer had posted earlier on the problems, but rarely got good >> answers to them since most people are not using physics for collsion. >> > > I'm not following CS that much lately but I remember that ODE > integration was just good enough. > > As for unified collision: I've added iDynamicsSystemCollider thing that > would let you to use colliders without dynamics properties in your > simulation. Unified collision and dynamics is already on place in its > limited form. > > I think that unified tool chain for AI, physics and animation would be > more useful (all steps covered from Blender/Maya to AI state tree with > animation blending and physics integration). There are some free tools > already available (you can preview PhysX integration in Maya, or > Bullet in Blender), but you need to fill the gaps (i.e. finish > COLLADA handling in CS, add states editor etc.). > > ------------------------------------------------------------------------------ _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
