On Wed, Nov 28, 2012 at 11:30 AM, David Seikel <onef...@gmail.com> wrote:
> On Wed, 28 Nov 2012 10:46:00 -0200 Bruno Dilly <bdi...@profusion.mobi>
> wrote:
>
>> On Mon, Nov 26, 2012 at 10:59 PM, David Seikel <onef...@gmail.com>
>> wrote:
>> > On Mon, 26 Nov 2012 14:55:26 -0200 Bruno Dilly
>> > <bdi...@profusion.mobi> wrote:
>> >
>> >> Hi David,
>> >>
>> >> On Mon, Nov 26, 2012 at 1:36 PM, David Seikel <onef...@gmail.com>
>> >> wrote:
>> >> > On Mon, 26 Nov 2012 12:47:16 -0200 Bruno Dilly
>> >> > <bdi...@profusion.mobi> wrote:
>> >> >
>> >> >> we're are now making ephysics API more stable, almost all the
>> >> >> features intended to go in are already implemented, so we are
>> >> >> moving to the next step:
>> >> >> adding support to physics on Edje.
>> >> >
>> >> > I'm gonna take a step back and consider the big picture from my
>> >> > own point of view before delving into the details.
>> >> >
>> >> > First the simple question - have you considered Edje Lua as well
>> >> > as Embryo?  I'll be happy to write the Edje Lua bindings.
>> >>
>> >> I'm planning to work with Embryo because it's used by most of the
>> >> scripts in our repository, and I always pick Embryo
>> >> for private projects done here on Profusion, so I know it much
>> >> better than Lua. But would be great to support physics on both.
>> >
>> > I'll add similar Edje Lua bindings after the Embryo bindings are
>> > sorted out.
>> >
>> >> > Now the hard part.
>> >> >
>> >> > I'm heavily involved in SecondLife (SL) / OpenSim style online 3D
>> >> > virtual worlds.  Think MMOG where the users can edit the world in
>> >> > world in real time, and it's not really a game, more a generic
>> >> > platform.
>> >> >
>> >> > I'm working on both client and server side software.  I REALLY
>> >> > REALLY want to convert the existing crap client and server code
>> >> > into something more sane based on EFL.  So obviously 3D graphics,
>> >> > 3D physics, and scripting of the world are important to me.
>> >> >
>> >> > Bullet physics I think is the way to go, so I'm on the same page
>> >> > here.
>> >> >
>> >> > I know you have considered 3D stuff, so again, kinda on the same
>> >> > page here.  Though I wonder if ephysics is suitable for this sort
>> >> > of work?
>> >>
>> >> EPhysics is focused on 2D games and GUI effects.
>> >>
>> >> Does it support 3 dimensions ?
>> >>
>> >> Yes, you can set velocities, impulses, forces in all three axis.
>> >> The same for angular stuff. It will move in the 3d scene, deform
>> >> in 3 dimensions, collide, etc.
>> >>
>> >> But... it was not focused on that, so some stuff that is really
>> >> easy using ogre, for example,
>> >> won't be on EPhysics. Using ogre you can add a new entity just
>> >> loading a mesh.
>> >
>> > I've already been working with a library (libg3d, not to be confused
>> > with g3d) for loading arbitrary meshes in dozens of formats,
>> > locally or across the network. I'm not sure, but I think Ogre is
>> > not so good at that, Irrlicht is a bit better, but libg3d is better
>> > still.
>> >
>> >> Right now we don't support such thing. It's planned to be done in
>> >> the future to create shapes.
>> >>
>> >> But things like applying textures will be harder yet, that's
>> >> another thing to be improved
>> >> to make ephysics useful for such scenarios. The way it is now, you
>> >> would need to create an evas object for each face you would like to
>> >> see rendered explicitly. It would
>> >> be needed more improvements to set what points of a image texture
>> >> would mapped by
>> >> each face. And even the support to have evas objects per face is
>> >> only implemented
>> >> for primitive shapes.
>> >
>> > Ah, so no UV mapping yet.  Evas object per face means a cube has
>> > six of them?  That gets a bit heavy for high poly count arbitrary
>> > meshes.  I guess your primitive shapes are simple cubes and things,
>> > not SL style proceducal primitives?
>>
>> Evas map supports only four points.
>> So we need an evas object per face.
>> For meshes we create many proxies automatically and set to
>> parts of the evas object associated to that using
>> evas_map_point_image_uv_set
>>
>> You are right about our primitive shapes.
>>
>> >
>> >> I will make a blog post (dedicated to you =) ) with current state
>> >> of ephysics, and what
>> >> should be expected until the end of this year. So it would
>> >> be easier to see what's is easy to do with it right now, and it
>> >> will be more accessible to other people too.
>> >
>> > I read and commented on that.
>> >
>> >> >
>> >> > For graphics I have been looking at Ogre and Irrlicht.  Irrlict
>> >> > has my preference at the moment, mostly coz it's relatively light
>> >> > weight and has good support for old hardware, including a decent
>> >> > software renderer.  People using unsuitable hardware for SL is a
>> >> > common problem.  Typically lots of people use student / business
>> >> > class laptops, not the sort of things that are designed for 3D
>> >> > games. Irrlicht has it's own 2D GUI stuff, but obviously I'd be
>> >> > ripping that out and using EFL.  Perhaps ephysics would be a
>> >> > better choice for EFL based software?
>> >>
>> >> EPhysics has a glue for using Bullet with Evas that will do the job
>> >> for most GUI effects
>> >> you may want (2D games as well). But for 3D games and related most
>> >> probably you'll
>> >> be interested in one of this well established 3D engines. Ogre has
>> >> OgreBullet to make
>> >> it easier to develop stuff using Bullet Physics (not sure if this
>> >> project is well maintained).
>> >> I know people use to do merge Lua in the recipe as well.
>> >
>> > I'm guessing ephysics does not have fancy scene management stuff
>> > for big scenes, or fancy things like particles, height maps, sky
>> > boxes, clouds, etc?
>>
>> No, nothing of these.
>>
>> >
>> >> I don't know much about Irrlicht.
>> >
>> > I'll likely experiment with it next weekend.
>> >
>> >> > So I guess my basic question is - would your ideas for ephysics
>> >> > be suitable for online 3D virtual worlds, or is it limited to
>> >> > simple, mostly 2D games?  Perhaps some combination of ephysics
>> >> > and Irrlicht is the way I should go?
>> >>
>> >> Uhmm... lights can be another limitation. I'm not sure these
>> >> engines provide ray tracing,
>> >> but we don't. We are stuck to evas map light calculations. No light
>> >> reflection, refraction.
>> >> Since light don't diffuse when reflecting other surfaces makes the
>> >> contrast of light / shadow
>> >> a bit ugly for such cases. Bodies between the light source and
>> >> others won't produce shadows
>> >> as well.
>> >
>> > Proper raytracing is usually not used for real time stuff, but it's
>> > starting to come.  SL needs water reflections and refraction, and
>> > only recently got proper shadows.  Ogre does great water, not sure
>> > about Irrlicht yet.
>> >
>> >> We just support a single camera right now, no zoom in / out
>> >> support, rotation ,etc. I know
>> >> blender support such things. It's doable, but it's not planned to
>> >> be done for now.
>> >
>> > One of the good things about SL is it's camera controls.  I pride
>> > myself in being expert with them, so this is very important to me.
>> >
>> >> I've never worked with any 3d engine, so not sure how far we are of
>> >> the state of art of such
>> >> frameworks, and what features you would need. If you will have
>> >> time to work on EPhysics / Evas
>> >> to support your needs, I'm here to help, but I'm not sure how far
>> >> we could go to satisfy your needs
>> >> and can be a bit frustrating for you if you have to migrate to
>> >> Irrlicht after all.
>> >>
>> >> When you study a bit more about Ogre / Irrlicht and I show
>> >> the current status of EPhysics we could evolve with this discussion
>> >> and evaluate how far we could go.
>> >>
>> >> I can't see how EPhysics would help you using these graphical
>> >> engines. If you are going to use Irrlicht or Ogre, I would say to
>> >> forget about EPhysics.
>> >
>> > Well, my intention is to EFLize the SL stuff.  That includes
>> > integrating some decent 3D graphics engine.  I'll look at things
>> > like Irrlicht and the other stuff I'm looking at.  Might be a good
>> > idea to merge them with ephysics.  I suspect Irrlicht and ephysics
>> > could complement each other, no reason why the GUI can't have
>> > physics as well as the complex 3D world it's on top of.  B-)
>>
>> Yeah, you may be correct.
>> We can try to elaborate more about what these libraries provide and
>> that could be
>> added to ephysics or evas.
>>
>> But for the next weeks I'll be focused on Edje.
>
> Fair enough.  Nothing is moving quickly for me anyway, so no hurry.

oh, nice

>
>> When do you plan to start to EFLize the SL stuff ?
>
> I started last December and January with the EFL based LSL script
> engine.  That progressed quite fast, but got held up on the actual
> interfacing to the existing OpenSim system.  The person that said they
> where going to do that vanished.  OpenSim is C#, and I really was
> looking forward to someone else handling that side of things.  I don't
> like C# much.  lol
>
> Guess I'll have to do the C# stuff myself.  Oh well.
>
> Since then I've mostly been busy with paid work and other things.
> Slowly but surely I'm getting back into SL stuff.  That's why I plan on
> starting to work with Irrlicht next weekend, see if I can embed it into
> an Elementary window.  Can't call it Errlicht, that name is already
> taken for the Eiffel bindings for Irrlicht.

yeah, it would be a good name, indeed.

>
> I did manage a prototype SL user / grid manager with a little animated
> 3D image in elementary though.  I think it bit rotted.
>
> Also, I had ephysics and effb compiled on Ubuntu 10.04, but now that
> I've upgraded to 12.04 it wont compile.  Mind you there seems to be
> four basic ways to compile bullet, maybe I picked the wrong one?  I'll
> have to try that again soon.  I'll aim for an elementary window with
> Irrlicht 3D world and ephysics 2D GUI soon, even if it does not do
> much.

I'm using ubuntu 12.04 too, and it is working fine (I'm using bullet rev2537).
Built with cmake, looks like autotools is not well maintained.

>
> --
> A big old stinking pile of genius that no one wants
> coz there are too many silver coated monkeys in the world.
>
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-- 
Bruno Dilly
Lead Developer
ProFUSION embedded systems
http://profusion.mobi

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