Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Ahmed Nawar
: www.bibalex.org, From: osg-users-boun...@lists.openscenegraph.org [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz [pma...@skew-matrix.com] Sent: Thursday, January 15, 2009 1:18 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Robert Osfield
Hi Sukender, On Wed, Jan 14, 2009 at 8:59 PM, Sukender suky0...@free.fr wrote: Well, multithreading *is* an issue, but we need to address the problem. I guess the order of steps would be: - When it is time to update the physics, run the physics update traversal (say PUT) in a physics thread

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
(coninued...) I forgot to mention a thing about interpolating. Yes, this could be a nice idea to interpolate (or extrapolate) data, but I think this is a great risk for something that may not be very useful for common physics usage. I belive that realtime engines generally run at something

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
Hi Paul, I'm not really sure the framerate would suffer. Actually this is what I do in my engine (I use ODE). There is absolutely no problem running 3 physics steps and then one display step. Of course this would depend on the complexity of the scene! Anyway, as explained in another post, I

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
(coninued again... sorry for posting multiple times!) I got a problem about using a kind of ThreadSafeMatrixTransform... What if object 1 is updated, but not object 2 when display update traversal (DUT) happens? Well we would see inconsistencies (like interpenetrations) too... So I'm wondering

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Ahmed Nawar
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender [suky0...@free.fr] Sent: Thursday, January 15, 2009 1:23 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osgPhysics] Project osgPhysics started! Hi Ahmed, I think the multi threading is a must [...] 100% agreed :) I used

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
Hi Robert, So, to avoid having two objects updated with 2 different time stamps, is it ok if I: - Fill matrix buffers with physics timestamped matrices (PUT - physics thread) - Update in a batch all the display matrices from the latest timestamp that is available over all buffers (display

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
15, 2009 1:23 PM To: OpenSceneGraph Users Subject: Re: [osg-users] [osgPhysics] Project osgPhysics started! Hi Ahmed, I think the multi threading is a must [...] 100% agreed :) I used an idea such as Sukender one but with out locking any thread. This because I have one thread(physics

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Robert Osfield
Hi Sukender, On Thu, Jan 15, 2009 at 12:06 PM, Sukender suky0...@free.fr wrote: So, to avoid having two objects updated with 2 different time stamps, is it ok if I: - Fill matrix buffers with physics timestamped matrices (PUT - physics thread) - Update in a batch all the display matrices

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Robert Osfield
Hi Sukender, On Thu, Jan 15, 2009 at 10:48 AM, Sukender suky0...@free.fr wrote: I like your idea. I'm not a threading expert, but won't this cost much? I mean locking/unlocking is quite expensive, as far as I know, and depending on the number of matrices to lock, this could cost much. Anyway

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Sukender
Hi Robert, hi all, Robert, I didn't say it before, but thanks for giving us your thoughts/ideas. So there is, IMO, 3 viable solutions: 1. A simple thread safe matrix transform. Benefits: Simple and fast. Drawbacks: You may have t and t-1 matrices. Can't do interpolations/extraploations. That

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Wang Rui
Hi Sukender, hi all, I would first introduce the implementation of osgPhysics at present: 1. Create a World (derived from Group) instance. 2. Create some RigidActor (derived from Transform) instances and add them as the World's children. 3. While the simulation running, the World will have a

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Robert, hi all, I got a question! Robert and I discussed the fact that the future osgAudio may have a specific update traversal. 1. Do you think it could be wise to do a similar physics update traversal for osgPhysics? 2. If so, is there a way to code things in OSG so that osgPhysics could

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Art Tevs
Hi Sukender, Gratulations to the newly started project! I had created a subforum (osgPhysics) on our forum. I've also connected the [osgPhysics] tag with this forum. Hence we have a direct place where to post or where to read the related questions ;) Best regards, art -- Read

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Art, I forgot to ask you about the tag on the forum, and you did it! Marvelous! :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 14 Jan 2009 15:59:08 +0100, Art Tevs stud_in...@yahoo.de a écrit: Hi Sukender, Gratulations to the newly

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Paul Martz
Well, the problem is that physics don't run at the same rate as display. For instance, we should run a physics update traversal at 100Hz, and the normal update traversal the fastest possible (well, limited by the VSYNC). Then the physics update would run in a separate thread, and you'd need

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread David Guthrie
I'm using PAL for a physics integration with delta3d. I'm still confused about why people want to integrate things like physics and audio into a scene graph, but that aside, I am adding features and such to PAL since I have commit access. We should all work together implementing features in

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Robert Osfield
Hi Paul, Sukender et al, On Wed, Jan 14, 2009 at 5:01 PM, Paul Martz pma...@skew-matrix.com wrote: Then the physics update would run in a separate thread, and you'd need some mechanism to pull the physics state into OSG during the update traversal. I guess I don't understand why this pull

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Paul, Thanks for the answer... and thanks for improving osgPhysics by the way of discussion. Well, the problem is that physics don't run at the same rate as display. Then the physics update would run in a separate thread, and you'd need some mechanism to pull the physics state into OSG

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi David, Thanks for the info. And yes, you're right about implementing features in PAL. About the integration of audio and physics, we aim at giving users an easier access to features often coupled with scene graphs. Doesn't it make sense for you? Or maybe we're not talking about the same

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread David Guthrie
I guess I understand why people do it, but I would rather that OSG kept the limited scope of being a scene graph, that is with the features just of doing 3d rendering. I think a more limited scope makes it more useful as a drop in component of a game engine. physics and audio, while they

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread hanne...@gmx.at
Sukender wrote: Hi David, Thanks for the info. And yes, you're right about implementing features in PAL. About the integration of audio and physics, we aim at giving users an easier access to features often coupled with scene graphs. Doesn't it make sense for you? Or maybe we're not talking

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi David, Well, what we intend to do is simply provide a plug so that you can do what you want. Morover, the osgPhysics' aim is to drive nodes in the graph by the way of physics. We don't plan to make physic objects to be cullable, or things like that. Changeing the renderer (like raytracing)

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Hannes(?) PAL is an abstraction layer for real-time simulation, such as games. However, there is nothing against adding support for complex physics to PAL or osgPhysics. This is true that it is not our first intention for osgPhysics but the project is a layer to whatever you need. So maybe

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Paul Speed
My experience is admittedly limited here, but I think some of us are coming from the position that your physics graph is an entirely different thing than the render graph. The two are often completely orthogonal. In one case you may have physics body represented by something simple like a

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Paul Martz
Well, is it possible to run n times PUT, and then one time the standard frame (update/cull/draw)? If so, there should be no problem. It's possible to do it that way, but the display frame rate will suffer if the physics computation gets expensive. In my own work, I am stepping the physics

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Paul Martz
-users] [osgPhysics] Project osgPhysics started! My experience is admittedly limited here, but I think some of us are coming from the position that your physics graph is an entirely different thing than the render graph. The two are often completely orthogonal. In one case you may have physics body