[ODE] ODE GUI Editor #2...

Amund Børsand amund at offroad.no
Fri Feb 27 10:38:48 MST 2004


Nate W <coding at natew.com> skreiv:

> On Thu, 26 Feb 2004, Amund [ISO-8859-1] Børsand wrote:
> 
> > What do you say good people, let's establish a universal ODE file format
> > right now? With accessories to create a compileable source of the set up
> > bodies. ? Of course including loading and saving functions in ODE. This
> > sounds great! :)
> 
> It is a good idea, which is why it's come up twice before. :-)  But we
> haven't really gotten anywhere with the idea yet.  If you have proposed
> format, can you provide us with a link to a sample file, or a document
> describing the format?

No, I don't have (a good) one yet. But I really like the old .3ds-format,
with hex enumerated blocks, each block states it's size so that it can
easily be skipped if one's not interested in loading it. It may sound
complicated for the XML fans, but when the load/save functions are
implemented into ODE (without bugs), nobody needs to worry about the
complexity of the format itself. I can see the point of a ascii-readable
format for debugging, but as long as ODE has a bug-free load/save
routine and perhaps a dump utility to see what a file contains, I think
a 3ds-like format would be great.

Does ODE have internal unique ID-numbers for different bodies, joints
etc? That's something I found a challenge in when loading/saving, i.e.
to find the right body the joint is supposed to be connected to when
loading it back in. Also, if we want to connect meshes and other things,
we need to know which object it's connected to.

-- 
Amund Børsand <amund £ offroad . no>




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