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So after a couple months of struggling with it, I've decided to put aside
ODE physics for the time being. Properly controlling the avatar in a
fully dynamic environment using forces and torques is actually really,
really hard (like, PhD in Robotics hard).
Instead, I've implemented very basic collision detection/gravity using
csCollideActor. It works, it's easy. It's nowhere near as realistic as
ODE, but it satisfies the most basic requirements that people can't walk
through walls :-) The ODE code is still there, so we can revisit it
later. Perhaps in the future we may decide to control the avatar's
movement with csCollideActor, and use ODE dynamics for free moving objects
and/or ragdoll type simulation.
Other stuff I'm working on:
* debugging - I'm running VOS on a 64-bit / dual-CPU box now, and some
race conditions (leading to deadlocks) in VOS and/or VIP have been popping
up, that weren't so common on a single CPU. I need to fix these.
* new demo world(s) - I've started working on a new meeting space inspired
by the "Black Sun" from Snow Crash. It's a multilevel, multiroom
structure, and should be a lot more interesting for people to visit and
explore :-) Fortunately/unfortunately it's also turning out to be useful
for debugging some problems with Ter'Angreal (I'm getting some very weird
errors with meshes appearing and disapearing for no obvious reason).
(unfortunately these are blender screenshots, not ter'angreal. and I
haven't started texturing it yet, so it's a bit plain).
[ 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 ]
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