[ODE] New ODE GUI Editor available : ezphysics.org
Limor Schweitzer
limor666 at hotmail.com
Wed Feb 25 04:56:41 MST 2004
Thanks!
The XML format is pretty straightforward. Check out at the *.sim files which
are XML and look for "<SimNode..>". these are related to the tree nodes you
see in the editor. So it should be straightforward to extract the geometry
information for other physics engines.
That said, I think that in order to make EZPhysics most useful, it should
eventually support multiple physics libraries and multiple graphics engines.
There may be common denominators between the way ODE, TokaMak, Novodex and
Havok represent the real world. When I'll actually get to port from ODE to
other engines, i'll try to get the file format to make sense for all
possible engines. Now that I think of it, this will eventually lead to the
'EZphysics benchmarks' that will seriously stirr up competition in this
middleware sub-market and entice game companies to incorporate more physics
simulation. Eventually Microsoft will claim that they invented computer
physics and call their "open API" - DirectPhysics (to be part of DirectX-10)
and ATI will incorporate "native skinned mesh collision detection" hardware
support into their next generation Radeon RV700 chips...
OK, i'll go have some tea now.
:)
Limor
>From: "Cameron Bonde" <cameron.bonde at ninelanterns.com.au>
>To: "Limor Schweitzer" <limor666 at hotmail.com>
>Subject: RE: [ODE] New ODE GUI Editor available : ezphysics.org
>Date: Wed, 25 Feb 2004 12:26:14 +1100
>Nice work!
>I've been looking into Ogre and there's a fair bit of physics work going
>on, so they'll be VERY interested. I'll leave it to you to post the good
>news on the ogre forums :) I like the xml format, should be useable for
>all the ogre physics projects (and any others for that matter)
>
> >
> > I've been working on this for a while. The editor is almost
> > presentable (not
> > enough to expose the source code quite yet..) so you can download the
> > binaries and at least run the simulation with a few
> > pre-cooked files and
> > tweak around various ODE parameters. I also bought a domain
> > name for the
> > occasion: http://www.ezphysics.org
> >
> >
> > The system has two components, an editor/simulator and an API:
> >
> > Editor & Simulator-Lets you interactively embed objects
> > supported by ODE
> > into 3D meshes, attach joints and constraints to the physics
> > objects, save
> > the "physically rigged" scenes into files, and run simulations.
> >
> > API(not available yet)-Lets you embed the "physically rigged"
> > meshes into
> > your application. This involves classes and methods for
> > reading the editor
> > files and manipulating the physical aspects of the objects,
> > such as applying
> > torques and forces to joints.
> >
> > The graphics engine used is Ogre (ogre3d.org)
> >
> > let me know what you think!
> >
> > Cheers,
> >
> > Limor
> >
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