Re: [vos-d] reducing number of libraries

2005-12-18 Thread Reed Hedges
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1




Some downsides to doing this are:

  1. The VOS API is supposed to be stabalizing.  I don't know if
libraries are considered part of the API but anyone who started writing
something using 0.22 is going to be annoyed when they upgrade.

  2. Now a lot of our documentation, tutorials, etc. are now slightly
innacurate and we'll have to update all of those.

Reed


-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.1 (GNU/Linux)
Comment: Using GnuPG with Thunderbird - http://enigmail.mozdev.org

iD8DBQFDpapOFK83gN8ItOQRAkRJAJ9cZjcIauX7wThzTFHwVHqHhVvHDgCfU9JG
uK8mf69FjRcL5F0xE4iFnL8=
=Mz5O
-END PGP SIGNATURE-

___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


Re: [vos-d] reducing number of libraries

2005-12-18 Thread Jason Moyers
Hello all,I think reducing the VOS libs is a good idea, less linking means quicker builds right? As far as I can tell there aren't that many applications using VOS (ter'angreal and betaverse are the only 2 current projects i can think of at the moment) so now would be the time to make serious changes to the API. 
-Jason
___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


Re: [vos-d] New VOS classes

2005-12-18 Thread Jonathan Jones
Probably the best thing to do is to write a class physics object first
to give us a point where we can start the physics engine. Then have your
vehicle as a descendant.

Jason Moyers wrote:

 Hello all,
 I have spent the last week modeling a motorcycle in blender (
 http://interreality.org/~masonjoyers/crotchrocket/index.html
 http://interreality.org/%7Emasonjoyers/crotchrocket/index.html ) and
 now that I have this spiffy model, I want to drive it around. To
 accomplish this I think I will add a vehicle class in A3DL. The
 question is what form of physics is currently working with VOS? I know
 Peter was playing around with ODE a few months ago, but I don't think
 that turned out so well. I believe currently physics is emulated via
 the client. I would like to have basic physics for the vehicle class,
 the drive torque is applied to the proper wheels, center of gravity is
 applied, etc.. So should I attempt to play with ODE? or should I just
 emulate my own physics code in the vehicle class?
  -Jason



___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d
  



___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d


Re: [vos-d] reducing number of libraries

2005-12-18 Thread Peter Amstutz

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On Sun, 18 Dec 2005, Jason Moyers wrote:


Hello all,
I think reducing the VOS libs is a good idea, less linking means quicker
builds right? As far as I can tell there aren't that many applications using
VOS (ter'angreal and betaverse are the only 2 current projects i can think
of at the moment) so now would be the time to make serious changes to the
API.


It should reduce the compile time of VOS itself, since it won't have to 
process as many directories.  I don't know what effect, if any, it will 
have on applications actually linking to libvos, although it should 
obviously reduce the number of you're libraries required to link to :-)


[   Peter Amstutz   ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED]  ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.1 (GNU/Linux)

iD8DBQFDpeICaeHUyhjCHfcRAvXrAJ425Z1EEl7W40RBtMhToJW0dOkO6ACgoy5z
1HEA6FIHOSn2o9FNFRQdZwI=
=Ip6d
-END PGP SIGNATURE-


___
vos-d mailing list
vos-d@interreality.org
http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d