Re: [vos-d] reducing number of libraries
-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
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
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
-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