On Feb 4, 2009, at 8:14 AM, Mark Malewski wrote:

> Is anyone familiar with the Newton Dynamics Physics Engine?

I've tested the demos some time last year. Have used Bullet more (easy  
to do quick tests as it's integrated to Blender), which is also a very  
robust one (Bullet is open source, but also used in commercial games  
like Grand Theft Auto 4). Newt seems fun too, and the showcase Newton's  
cradle was certainly fun to see.

Currently, like I guess you know, Opensim and Rex use ODE, which  
basically facilitates many of those use cases you referred to as well.  
There has been efforts to add support for other physics engines in  
Opensim (iirc Bullet among them, or was it  PhysX? (Linden Labs uses  
Havoc)). In SL and vanilla Opensim physics are purely server side, so  
it is not a viewer issue at all. However to not suffer from lag games  
typically, and the Rex viewer as well, do also client side physics.  
Obviously you want the same engine in both client side and on the  
server.

To do stuff now, use the ODE support there is. Recently support for ODE  
joints was added to Opensim, which seems really cool - see the info on  
'ninja physics': http://opensimulator.org/index.php?title=NINJA_Physics  
. With Modrex when Rex server will get to stay up-to-date with current  
Opensim you'll get to use that with Rex too (supposing the Rex physics  
modifications and the client side ODE in Rex don't interfere).

Supporting other engines, like Newton, Bullet, PhysX or something else,  
I guess is open to discussion. Probably it's better to support one  
well, than many poorly. Which one is a harder question, but if ODE is  
not (much) inferior, developing that further makes sense 'cause it's  
what works best now. If it is (much) inferior, switching to 'the best'  
should be considered (my guess would be Bullet, if PhysX licensing is  
not suitable, but haven't studied really). On the server side it is a  
switchable plugin/module, and certainly should be engineered so in the  
new viewer as well, to facilitate switches / different configs in the  
future.

~Toni

>  Would it be possible to incorporate the Newton Dynamics Physics  
> Engine with realXtend/RexViewer?
>  
> There is a cool vehicle demo, and stunt playground including a bowling  
> demo, and "Tech 3DGS" demo (for shooting guns, throwing grenades,  
> blowing things like cars up).
>  
> http://www.newtondynamics.com/downloads.html
> This is a video clip of a vehicle demo using the Newton Dynamics  
> Physics Engine:
>  
> http://www.youtube.com/watch?v=lQ2bY5rhG6k&feature=related
>  
> Would it be possible to integrate something like this into RexViewer?   
> So we could have moving/driveable vehicles, cars, etc.
>  
> Pool tables, and bowling alleys, as well as GoKart racing, and  
> possibly even design cars that could be driven around in a region?
>  
> This is a Physics demo of a Tank (tracked base vehicle) using Newton:
>  
> http://www.youtube.com/watch?v=L_dqMUPeO3w&NR=1
>  
> This is a demo of a Semi Truck (tractor/trailer):
>  
> http://www.youtube.com/watch?v=lQ2bY5rhG6k&feature=related
>  
>  
> Maybe eventually use this technology from the Physics engine, and  
> maybe we could eventually create something like an interactive "Rig n'  
> Roll" where users could drive trucks in-world similar to something  
> like this: 
>  
> http://www.youtube.com/watch?v=PeH5Qq6uhJs&NR=1
>  
> Could something like this be included inside the RexViewer?  It sure  
> would be sweet having vehicles such as cars, tanks, trucks, etc.
>  
> Would it be possible to include a Physics Engine like the newton, so  
> that things similar to "Rig n Roll" could be created in-world so users  
> could drive trucks, and have interactive in-world play.  This is a  
> video clip on how Rig N Roll was created:
>  
> http://www.youtube.com/watch?v=a74568geuFI&NR=1
>  
> It would be sweet to create interactive gaming similar to this inside  
> realXtend/OpenSim:
>  
> http://www.youtube.com/watch?v=vDYGpUmJM0Y&feature=related
>  
> This is another good video clip of the truck fueling:
>  
> http://www.youtube.com/watch?v=atUnjLKmQ9M&NR=1
>  
> This is a video clip of the Newton Physics Engine Train Riding Rail  
> Road Demo:
>  
> http://www.youtube.com/watch?v=XUkbYGxvHu0&feature=related
>  
> http://www.youtube.com/watch?v=bAYPTWqgF5U&NR=1
>  
> This is a video clip of Leadwerks Engine 2.1 & Sandbox Overview:
>  
> http://www.youtube.com/watch?v=cmN7OLy6yUY&NR=1
>  
> Leadwerks Engine uses Newton.  If we incorporated Newton Physics  
> Engine into the viewer, would it be possible to create a gaming  
> region, similar to something like Crysis?  Where players could use  
> weapons, and have maps, and play against one another?  Drive vehicles,  
> airplanes, helicopters, trains, etc.
>  
> http://www.youtube.com/watch?v=ouOX5XOIls8&feature=related
>  
> Would be interesting to see how RealXtend/Rex Viewer evolves.  My  
> personal favorite features would be the Hydrax and Caelum added  
> first.  Then my next favorite feature would be an awesome Physics  
> engine like Newton.
>  
> Would it be possible to somehow add a Physics engine like Newton  
> Dynamics or oxNewton, so we could have moving cars, driveable cars,  
> and trains.  Tanks, semi-trucks, and various vessels, and other things  
> in-world?  Would this be possible to do with realXtend?
>  
> http://orionx3d.googlepages.com/
>  
> This is more information on oxNewton, would it be possible to  
> integrate something like this into the realXtend Viewer as well?   
> Maybe take the Kirsten Lee R17 Viewer, and add Hydrax and Caelum  
> support, and then possibly add something like the oxNewton Physics  
> engine?
>  
> http://oxnewton.googlepages.com/
>  
> Would it be possible to add Newton support to RexViewer/RealXtend?
>  
> http://www.ogre3d.org/forums/viewtopic.php? 
> t=42937&postdays=0&postorder=asc&start=50&sid=ce193664e1d3d7c4af509e6f4 
> e2718c6
>  
> http://www.ogre3d.org/forums/viewtopic.php? 
> t=42937&postdays=0&postorder=asc&start=50&sid=ce193664e1d3d7c4af509e6f4 
> e2718c6
>  
> Also would it be possible to add "3D Sound" similar to this, and look  
> at the Oil Platform Demo and listen to the sound as you turn left, and  
> turn right, and as you walk near the fans, and away from the fans.   
> Could we add support for something like this inside of  
> RealXtend/OpenSim?
>  
> http://www.devcellsoftware.com/index.php
>  
> Listen to the sound as the user turns left and turns right.  Also look  
> at how the valves turn, and the steam pours out.  Would it be possible  
> to include the StemCell Engine inside of the realXtend viewer, and  
> that way users could use something like "Cell Builder" all-in-one tool  
> when developing to create interactive scenes, building assets, or  
> animations.
>  
> It looks fairly easy to use, could we incorporate something like this  
> into the RealXtend Viewer, so we could use tools like the CellBuilder  
> all-in-one tool for developing with the StemCell engine?  Would it be  
> possible to add the StemCell engine into realXtend RexViewer?
>  
> The StemCell Engine seems to work with Ogre.
>  
> This is a very cool demo of "Portalized" (Dynamically Scalable Portals  
> Demo)
>  
> http://www.youtube.com/watch?v=meedeHieHAE&feature=user
>  
>  
>            Mark
>
>  
> On Tue, Feb 3, 2009 at 9:39 PM, Mark Malewski  
> <[email protected]> wrote:
>>  
>> Here's another clip:
>>  
>> http://www.youtube.com/watch?v=TzPpZ1HK-FY&feature=related
>>  
>> Which viewer would we incorporate the Hydrax and Caelum  
>> in?  RexViewer  R15?  R17?
>>  
>> It really is sweet, and it's the best water I've ever seen. 
>>
>> >>>>> Hi,
>> >>>>> Does anyone have time estimates how long it would take from an  
>> experienced
>> >>>>> rex developer to integrate hydrax and caelum with the current  
>> 0.4?
>>  >>>>> (Lasse?)
>> >>>>> Jani
>> Sounds very interesting, any ideas how long it would take to do?  I'd  
>> love to see it added to the current 0.4 viewer (as possibly an  
>> updated 0.5 release?)
>>  
>> Then later maybe it can be added to the R17 viewer as well.  But at  
>> least this way the developers can begin working on it, and get a  
>> working demo done first.  Sure looks sweet.
>>  
>> > What kind of scalability does Hydrax have, does it scale from ponds  
>> to oceans?
>> Yes, from most of the video clips that I've seen it shows large  
>> massive bodies of water (oceans).  Sure looks interesting, any ideas  
>> as to how hard this would be to incorporate into the current 0.4  
>> viewer?
>>  
>> I do agree the effects look phenominal.  Best water I've ever seen.
>>
>> This is a video clip of Caelum Precipitation (rain, snow, etc.):
>>  
>> http://www.youtube.com/watch?v=75NO_pVzFjQ&NR=1
>>  
>>  
>> This looks pretty cool as well, would be really sweet to create an  
>> MMOG similar to this using RexServer/RexViwer:
>>  
>> http://www.youtube.com/watch?v=hEbkE7LvJR0
>>  
>>  
>> This is an interesting video clip on OgreHaptics Dynamics Demo:
>>  
>> http://www.youtube.com/watch?v=w9JlwWXmchA&feature=related
>>  
>>  
>> Has anyone looked into OgreNewt?
>>  
>> http://www.youtube.com/watch?v=w9JlwWXmchA&feature=related
>>  
>> Would it be possible to include OgreNewt into the viewer as well?
>>  
>> Would it be possible to do something like this in Ogre/Rex Viewer:
>>  
>> http://www.youtube.com/watch?v=uNodQ2FB1uE&feature=related
>>  
>>  
>>  
>>  
>> On Tue, Feb 3, 2009 at 8:23 PM, Paul Fishwick <[email protected]>  
>> wrote:
>>>
>>>
>>> Not sure -- one way to find out :)
>>>
>>> -paul
>>>
>>>
>>> Antti Ilomäki wrote:
>>> > What kind of scalability does Hydrax have, does it scale from  
>>> ponds to oceans?
>>> >
>>> > 2009/2/2 Paul Fishwick <[email protected]>:
>>>  >
>>> >> The effects of hydrax, in particular, look phenomenal (caustics,
>>> >> reflections...)
>>> >> based on some videos one can find.
>>> >> -p
>>> >>
>>> >> Antti Ilomäki wrote:
>>> >>
>>>  >>> In short, they are pretty much OGRE's equivalent of Windlight,  
>>> you get
>>> >>> prettier atmospheric and water effects with them.
>>> >>>
>>> >>> 2009/2/2 Ryan McDougall <[email protected]>:
>>>  >>>
>>> >>>
>>> >>>> On Sun, Feb 1, 2009 at 10:52 PM, Jani Pirkola  
>>> <[email protected]> wrote:
>>> >>>>
>>> >>>>
>>>  >>>>> Hi,
>>> >>>>> Does anyone have time estimates how long it would take from an  
>>> experienced
>>> >>>>> rex developer to integrate hydrax and caelum with the current  
>>> 0.4?
>>> >>>>> (Lasse?)
>>>  >>>>> Jani
>>> >>>>>
>>> >>>>>
>>> >>>> Could you provide more information as to what those things are?  
>>> :)
>>> >>>>
>>> >>>> Cheers,
>>> >>>>
>>>  >>>>
>>> >>>>
>>> >> --
>>> >> Dr. Paul A. Fishwick           E-Mail: [email protected]
>>> >> Dept. of Computer & Info       Phone & FAX: (352) 392-1414
>>>  >>  Science and Engineering       WWW:  
>>> http://www.cise.ufl.edu/~fishwick
>>> >> University of Florida          (PGP Key available at above WWW  
>>> address)
>>>  >> P. O. Box 116120
>>> >> 332 Bldg. CSE, Gainesville, FL 32611-6120
>>> >>
>>> >>
>>> >>
>>> >
>>> > >
>>> >
>>>
>>>
>>>
>>>
>>>  >>>


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