[ODE] Updating ODE documentation (was: hello world)

Erwin de Vries erwin at vo.com
Thu Nov 29 09:51:02 MST 2001


> >  First, using formulas or textual representations of
> > the formulas will get the mathematics - oriented
> > people to understand what is going on, but what about
> > the programmers who wants to use ODE as a tool?
>
> But those programmers who will successfully use ODE are "mathematics
> oriented people"!  The others will fail no matter how simple you make the
> documentation.  In fact, if the docs talk down to them, they won't have an
> opportunity to learn either.

I wouldnt consider myself a "mathematics oriented person", yet i was able to
fiddle around with the properties to get it working. It would've been a
great help if the docs would have contained explanations of how to use
certain values. Our gameplay is not perfect. Perhaps its just a very small
number we need to change somewhere to get much improved gameplay. But how
should i know?

> >  Second, such names as "coefficient of restitution"
> > and not "bounce" are OK for people with english -
> > based physics knowledge but who ever learned physics
> > (in high school) using another language will have to
> > go and discover that "coefficient of restitution" is
> > actually "bounce" of some sort.
>
> I am Hungarian, and I know what it is.  Plus, there is this thing called a
> 'dictionary'.  In fact, if you do a search on "coefficient of restitution"
> w. google, you get a zillion definitions and you can then learn all about
> it.

Have a look at the Glossary in the DX SDK.

I quote: "alpha channel  - The opacity of an image defined by an alpha value
per pixel interleaved with the color components (for example, ARGB), an
alpha value per pixel stored in a separate alpha surface, or a constant
alpha value for the entire surface."

Everyone intending to use DX for rendering better should know this, but it
is included anyway. Why? Ease of use. Obviously Russ has better things to do
with his time than write docs, so he doesnt do this.

> >  Basic understanding of rigid body dynamics and other
> > terms is an important step in bringing more people
> > into the area of physics engines.
>
> Exactly, which is why we need exact and accurate documentation.

I'm looking forward to it!

Erwin




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