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

