Paul, I believe good well written tutorials, and good "step-by-step" procedures and good documentation will be key to implementing ModRex and widespread ModRex use. Please document everything as you go, and please document your procedures and thank-you for taking the time and helping with the WIKI pages.
*> ok, when these work, please post to the group. * Tuco, please do post back to the group when these features are working, just so we can begin testing them and documenting them, and begin updating the WIKI pages. *> ok - tell me how one can use raycast. I understand the principles since** >it can be used >in 3D selection and ray tracing, but I would like to know how a user can >employ it. * From what I understand, Ray-Casting has a very "blocky" look (limited by one or more geometric constraints) and is used for very "flat" or "square" or very simple geometric shapes such as a flat wall or floor tile (Ray-Casting would be good for walls, floor tiles, etc.), and Ray-Tracing is generally used for more "odd-shaped" or "any-shape" renders (round or odd shaped objects). This is a brief tutorial on raycasting: http://www.permadi.com/tutorial/raycast/ I understand the concept of raycasting as well, but yes we would need some good documentation on how to employ the raycasting. I understand raycasting (in theory) is much faster than Ray-Tracing, because rendered images are not stored on disk, but normally only the map is stored and corresponding images are generated "on the fly". (Wolfenstein 3D, Shadow Caster, Doom, etc.) I supposed this would be good for generating flat objects, walls, floors, ceilings and cubes (texture mapping walls or "floor casting" or "ceiling casting"). But from what I understand, I believe Tuco was referring to something more along the lines of a *"Physics.Raycast"*, which would be used for "hits" or when a ray intersects with any collider. I supposed it could be used to cast a ray against all colliders in the scene and return detailed information on what was hit. Something along the lines of this: http://unity3d.com/support/documentation/ScriptReference/Physics.Raycast.html I really don't design games (so I apologize for my ignorance) but from what I understand, I supposed a Physics.Raycast like this could be used in gaming to show information on hits and could also be used to cast "damage" displays on objects. For example if you punched a garbage can, that collider information could then be used to map and display a damaged garbage can, or display a black burn mark or a damaged overlay texture. I supposed something like this could optimally be used to show damaged cars, damaged objects, or damaged vehicles. Thanks, Mark On Wed, Feb 18, 2009 at 6:35 AM, Paul Fishwick <[email protected]>wrote: > > Tuco wrote: > > Situation report on the modrex physics: > > - physics=RexOpenDynamicsEngine can be used in opensim.ini to use rex > > ode physics > > > aha > > - mesh collisions should work. Uploading .mesh files also works. > > > uploading .mesh files has worked for a long time. Let me now try the > inter-mesh collision. > > - Not working: raycast is under work, should finish soon > > > ok - tell me how one can use raycast. I understand the principles since > it can be used > in 3D selection and ray tracing, but I would like to know how a user can > employ it. > > - Not working: volumecollisions, opensim has some functionality which > > is similar to this functionality. > > - Not working: Disabling flying & sitting > > - Partially working: max flight height. > > > ok, when these work, please post to the group. > > thanks > > -p > > > > - Tuco / LudoCraft > > > > > > > > -- > Paul Fishwick, PhD > Professor and Director, Digital Arts and Sciences Programs > University of Florida > Computer & Information Science and Eng. Dept. > Bldg. CSE, Room 301 > P.O. Box 116120 > Gainesville, FL 32611 > Email: [email protected] > Phone: (352) 392-1414 > Fax: (352) 392-1220 > Web: http://www.cise.ufl.edu/~fishwick > > > > > --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
