ODE does a good job at rigid body movement. One of the things that surfaces with ReXViewer+ModRex is the use of Bullet w/ soft body meshes. Something to add to the list. Soft body dynamics would nicely complement Ninja. -paul
Toni Alatalo wrote: > 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 >>>>>> >>>>>> >>>>>> >>>>>> >>>> >>>> >>>> >>> >>>> > > > > > --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
