[ODE] Managed C++ Wrapper for ODE
Jeff Weber
jeffreyweber at hotmail.com
Tue Aug 6 04:32:02 2002
Ok, great.
I'm still in the "read everything I can about manged c++" mode. But I'm sure
will need some help as I go along.
First things first, can you tell me more about Martin's C++ code? I'm new to
this list. Would it be possible to get a hold of it?
I'll post info about my progress or lack thereof as i go along.
----Original Message Follows----
From: Anselm Hook <anselm@hook.org>
To: Jeff Weber <jeffreyweber@hotmail.com>
CC: <ode@q12.org>
Subject: Re: [ODE] Managed C++ Wrapper for ODE
Date: Mon, 5 Aug 2002 18:02:02 -0700 (MST)
I'll contribute if you start it. I only have a C# compiler however.
Martin Martin has a nice one for C++ that may be a good starting point
because he introduces a couple of ideas. (I have a rough one for c# but
it is just a hack and I don't have time to lead such an effort).
Note - if you want to manufacture objects off disk from an XML schema then
you may want a no-args constructor based approach. It isn't totally
convenient to pass construction arguments in XML. This means the managed
c++ interface may be slightly different from Martin's C++ interface and
from Russes default C++ interface - you'll have to attach bodies to worlds
after they are created... also there is some argument to coalesce world
and space together because they have to be updated synchronously and can't
really represent separate nodes in a scene-graph. Otherwise I can't think
of anything that would be a showstopper. It's a good idea.
-a
On Mon, 5 Aug 2002, Jeff Weber wrote:
> I'm considering building a Managed C++ wrapper for the ODE. Just
wondering
> if anyone has already worked on one or if anyone has interest in it.
>
> DirectX9 will support C# and I'd like to be able to use the ODE from C#
as
> well. I think the best way to do this is to build a managed C++ wrapper
on
> top of the ODE engine.
>
> I'm kinda new to C++ so this will be a bit of an undertaking for me. Any
> help is welcome.
>
> -jeff
>
>
>
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