[ODE] Cal3D
Matthews, Steve USA
swmatthe at nps.navy.mil
Tue Apr 15 08:37:20 2003
Royce
We are using cal3d for character animation and ODE for physics simulation, but they are disjoint, and there is no intention to use ODE for the individual rigid bodies within a cal3d object (yet). I've thought about it, but I'm a student finishing my thesis and just don't have time. (plus I'm having a hard enough time right now figuring out how to use the tricollider)
Anyways, you can see our use of cal3d at http://libgf.sourceforge.net, but I warn you, everything is still in development (no real releases yet) and may be for some time to come. If you want to see what's been added using a thin wrapper around ODE pull the (if you can) PHYSICS_DEV_BRANCH branch in CVS and look at classes gfcd*.*, gfphysics*.* (plus some other classes that relate).
:) Bootshine
> -----Original Message-----
> From: Royce Mitchell III [mailto:royce3@ev1.net]
> Sent: Saturday, April 12, 2003 6:59 AM
> To: ode@q12.org
> Subject: [ODE] Cal3D
>
>
> Quick question:
>
> Our Producer and I had a couple meetings yesterday, one with a game
> designer, and another with a game accessory inventor. Both want us to
> build a game, and I realized as we finished the meetings that the
> former's game would be a perfect target for the inventor's hardware.
>
> Anyways, I've spent a little time thinking about how we'd implement
> it, and I think Cal3D + ODE would be a really good idea. So, I think
> after our current project is released we will probably be taking this
> idea as our second. Has anybody tried to marry Cal3D and ODE? If so,
> are there any suggestions or pitfalls? Is there any sample code
> showing it?
>
> Thanks,
>
> Royce3
>
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