Hey!

..I just provided a new patch for the PAL integration, upgraded everything to 
the latest SVN, Revision 243 before.

It will probably cause many problems to integrate this one and should be seen 
as starting point for a PAL integration, there is definitely more to be done. 
But hey, it works here so I can provide help, if needed! 


Cheers,
 Volker





-----Original Message-----
From: [EMAIL PROTECTED] on behalf of Volker Darius
Sent: Fri 25.01.2008 08:53
To: Gazebo developers
Subject: Re: [PlayerStage-Gazebo] Physics Abstraction Layer
 
Hey there,


Great!
I will create a better patch as soon as possible.

Cheers,
 Volker

> -----Ursprüngliche Nachricht-----
> Von: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Im Auftrag
> von Nate Koenig
> Gesendet: Donnerstag, 24. Januar 2008 21:53
> An: Gazebo developers
> Betreff: Re: [PlayerStage-Gazebo] Physics Abstraction Layer
> 
> Hello,
> 
> PAL sounds like a great idea. We should definitely integrate this into
> Gazebo. Thanks for the hard work, and keep me posted.
> 
> -nate
> 
> On Jan 19, 2008 6:56 AM, Jordi <[EMAIL PROTECTED]> wrote:
> >
> > Really cool the paper you pointed out.
> > I wish I could help you with this but versions  seem to be meshed up
> so I'll
> > wait for you.
> > I have not yet installed PAL, I'm waiting to make Gazebo PAL aware
> (if Nate
> > likes it)
> > PAL can be really cool to let people try PhysX if interested.
> >
> >
> >
> > On Jan 19, 2008 4:57 PM, Volker Darius <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >
> > >
> > > Hey Jordi!
> > >
> > >
> > >
> > > Ok, I will try to do the update / merge everything next week - I
> have an
> > important presentation on Friday and need to provide some results for
> that
> > first. Well.. I do not remember whether I made more changes before or
> not -
> > there might be a few, you are right. It might also be a slightly
> different
> > SVN version, I was not really sure that I picked the file with the
> last SVN
> > update to get the version number. Anyway, these issues will disappear
> after
> > the merge of course. Do you have PAL running on your system already?
> Did you
> > change the linkage? ..I did not check that into the SVN as my
> solution here
> > was really ugly.
> > >
> > >
> > >
> > > Btw, there is  paper about the comparison of physics engines on the
> PAL
> > website (http://www.adrianboeing.com/pal/documentation.html -->
> > publications).
> > >
> > >
> > >
> > > I am not quite sure whether Nate is really happy with this patch /
> general
> > move, as I did not ask for this corporation on this before. I just
> had to do
> > it, because we needed another physics engine here and when I asked
> for
> > general PhysX integration in the list, Nate declined that.
> > >
> > >
> > >
> > > Cheers,
> > >
> > >  Volker
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > Von: Jordi [mailto:[EMAIL PROTECTED]
> > > Gesendet: Samstag, 19. Januar 2008 08:25
> > > An: Volker Darius
> > > Betreff: Re: [PlayerStage-Gazebo] Physics Abstraction Layer
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > I have tried to apply the patch over version 205 with no luck. It
> seems
> > that some parts of the code were updated before doing the patch and
> others
> > didn't? The best thing update everything and work out the conflicts.
> They
> > will be some but would look obvious for you.
> > >
> > > Anyway, we have to wait for Nate's opinion on PAL but if it goes
> in, I
> > think we can have installation tutorials for some of the simulator
> libraries
> > that can be used, and even a comparison of accuracy & speed. So we
> can see
> > how PhysX compares with other engines.
> > >
> > >
> > >
> > >
> > >
> > > On Jan 18, 2008 6:01 PM, Volker Darius <[EMAIL PROTECTED]>
> wrote:
> > >
> > >
> > >
> > >
> > > Hi there!
> > >
> > >
> > >
> > >
> > >
> > > hehe.. yes, you are right, the patch is not really reviewer-
> friendly right
> > now.
> > >
> > >
> > > Well.. I tried to merge, but did not trust the merge function as I
> wanted
> > to see what is merged before it is done, thats why I did it manually.
> But
> > ok, its not the best way to go, I am sure so.. will try to merge in
> the next
> > days and send you an modified version.
> > >
> > >
> > >
> > >
> > >
> > > The problem is, that I had to change many many things not directly
> > regarding physics ( e.g. load order / position setting..) which
> influence
> > the physics indirectly.
> > >
> > >
> > >
> > >
> > >
> > > Btw.. PhysX is great [Of coure Gazebo is too ;-)]. So much faster,
> so much
> > more precise, so cool to just load a mesh from maya and see it
> working.. ;-)
> > >
> > >
> > >
> > >
> > >
> > > Cheers
> > >
> > >
> > >  Volker
> > >
> > >
> > >
> > > ________________________________
> >
> > >
> > > From: Jordi [mailto:[EMAIL PROTECTED]
> > > Sent: Fri 18.01.2008 04:38
> > > To: Gazebo developers; Volker Darius
> > > Subject: Re: [PlayerStage-Gazebo] Physics Abstraction Layer
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > It is an impressive patch. I wasn't aware of PAL, I have just taken
> a 5
> > minutes look to it but it seems the right way to go for Gazebo, thank
> you
> > very much.
> > >
> > > The patch itself as you said is somewhat strange because the
> inclusion of
> > changes from 206 to current SVN.
> > > What you can do to send and smaller ( can be reviewer easily) patch
> is
> > >
> > > 1.- svn up your copy , you surely will get some files marked by C
> > (conflict)
> > > 2.- manually modify the files. If you have done such an impressive
> patch,
> > you'll have no problems with that.
> > > 3. svn diff > patch_pal
> > >
> > > That will send only your differences and not everything else.
> > >
> > > Thank you!
> > >
> > >
> > > On Jan 18, 2008 3:39 AM, Volker Darius < [EMAIL PROTECTED]>
> wrote:
> > >
> > > Hi List,
> > >
> > > I just provided a patch to integrate the Physics Abstraction Layer
> (PAL,
> > http://pal.sf.net) into Gazebo. Integration (which I have to admit
> might
> > cause problems as the SVN version I used is from before christmas)
> would
> > make it possible to use all the physics engines supported by PAL (
> e.g.
> > Ageia PhysX, ODE, Bullet, ..) just by simply switching the name
> within the
> > XML file.
> > >
> > > And I can tell you from what I see here that e.g. PhysX is much
> faster and
> > more accurate, especially when it goes to trimesh collisions and
> large
> > trimeshes in general.
> > > Unfortunately PhysX its closed source (API libraries are provided
> for free
> > though), but I think by using PAL we would be on a good way to keep
> our
> > Simulation system as flexible as possible.
> > >
> > > If you want to give it a try or have questions, feel free to
> contact me
> > ;-)
> > >
> > > Cheers,
> > > Volker
> > >
> > >
> > > -------------------------------------------------------------------
> ------
> > > This SF.net email is sponsored by: Microsoft
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> > > _______________________________________________
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> > > [email protected]
> > > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
> > >
> > >
> > >
> > >
> > > --
> > > Jordi Polo Carres
> > > Natural language processing laboratory
> > > NAIST
> > > http://www.bahasara.org
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > --
> > > Jordi Polo Carres
> > > Natural language processing laboratory
> > > NAIST
> > > http://www.bahasara.org
> >
> >
> >
> >
> > --
> > Jordi Polo Carres
> > Natural language processing laboratory
> > NAIST
> > http://www.bahasara.org
> >
> > ---------------------------------------------------------------------
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> > This SF.net email is sponsored by: Microsoft
> > Defy all challenges. Microsoft(R) Visual Studio 2008.
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> >
> > _______________________________________________
> > Playerstage-gazebo mailing list
> > [email protected]
> > https://lists.sourceforge.net/lists/listinfo/playerstage-gazebo
> >
> >
> 
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