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
>
>
>  >
>

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