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
>>>>>>
>>>>>>
>>>>>>
>>>>>>             
>>>>
>>>>
>>>>  >>>
>>>>         
>
>
> >
>   


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