Hi, there is the Physics Abstraction Library (http://www.adrianboeing.com/pal/index.html , http://pal.sourceforge.net). I'm not sure to what extend that is useful, but it seems to be rather popular. It already abstracts ODE, Bullet, and other, even commercial, engines. Possibly worth a look.
I actually plan to use OSG (or Ogre3D, the jury is still out) with PAL for a robotics simulator, which might become the successor of USARSim (http://usarsim.sourceforge.net). Some more direct integration between OSG and some physics abstraction (PAL or homegrown) would be great! Cheers, max On Tue, Nov 4, 2008 at 10:27 AM, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Guys, > > It's good to see a number of different users popping with discussion > of their own work on integrating physics with the OSG. I would be > great to have an OSG NodeKit for doing physics, but I'm very wary of > tying to one specific engine as each engine has it's own strengths and > weakness, and I also don't want to steer people away from making > particular physics engine choices including closed source ones - such > as Vortex, users should be able to integrate the best tool for they > job they can afford. > > So I'd like to punt the possibility of having some kind of base > osgPhyics API that makes it easier to bolt on different physics > engines onto the OSG. This would require spotting the commonality > between the different engines and distilling this, for instance the > osgViewer library does this trick to a certain extent with the > different GraphicsWindow implementations. You also don't want to hide > too much of the implementation advanced phyics engine tuning will > probably require users to grapple with the lower level physics engines > settings. While abstracting completely is impracticable it'd be good > to provide the template for the concrete implementations, and also > make it easier for applications to move between different physic > engines at the backend. > > Is such a lib possible or practical? It'll be more wore initially > than just an osgODE, osgBullet or osgVortex library but longer term it > could reduce the cost of maintenance of all these different > variations. The first step in this direction would be to see the > code of various physic engine + OSG integration with a view to > spotting the commonality between them. > > Thoughts? > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

