I'm currently only dealing with rigid bodies at this point, however will
introduce soft bodies at some point for extra effects once my engine is
done.  I'm still implementing some core features like a scripting system and
built-in level editor, so it will be some time before I get around to the
extras.  Nevertheless, assuming my architecture isn't drastically different,
I'll be sure to contribute any major enhancements I've made to Paul's
library when that time comes.

On Mon, Nov 3, 2008 at 5:20 PM, Janusz <[EMAIL PROTECTED]> wrote:

> Paul, Dusten:
>
> Are you trying to include the soft body animation (deforming surface
> (triangle) mesh constructed according to the tetrahedral element
> deformation) that is avaialble in bullet or are you just focusing on
> building triangle/collision meshes for rigid bodies ?
>
> I work along similar lines but it is osg + physx :-)
>
> Regards,
> Janusz
>
> Ulrich Hertlein pisze:
>
>  Hi Paul, hi Dusten,
>>
>> On 1/11/08 5:44 AM, Dusten Sobotta wrote:
>>
>>> Thanks a lot; this has been incredibly useful.  What is the eta for the
>>> first release of your library? I've also solved a few problems with
>>> integrating osg + bullet, and might be able to contribute a few things
>>> if you're up to it.
>>>
>>> On Fri, Oct 31, 2008 at 12:20 PM, Paul Martz <[EMAIL PROTECTED]
>>> <mailto:[EMAIL PROTECTED]>> wrote:
>>> ...
>>>    I'm currently developing an open source library containing utilities
>>> for
>>>    integrating OSG with Bullet. Here is the code I use to create triangle
>>>    meshes. The code for ComputeTriMeshVisitor is attached.
>>>
>>
>> I'd also be interested in helping out with a proper osg/Bullet
>> integration, having done a half-hearted (it did what I needed) attempt two
>> years ago.
>>
>> Cheers,
>> /ulrich
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>>
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