[ODE] ODE used in our technology

Zulfiqar Malik Zulfiqar.Malik at itrango.com
Thu Jul 21 09:56:21 MST 2005


Well, this was almost 6 months of work. The indoor renderer is done
using BSP trees and a complete foundation for scene graph and physics
sub-systems have been laid. The outdoor renderer is in the works right
now. We are currently using ROAM2 algorithm, with dual split and merge
priority queues. We did read about the geometry clipmaps algorithm but
our requirement was to develop a system which was less GPU dependent for
a client who will be targeting old "GPU less" hardware. 

As for the animations, I do agree that they are a bit choppy and the art
work could have been better. But living in Pakistan there is only so
much you can do because of lack of proper MOCAP equipment and
experienced animators, texture artists and programmers :(. 

The whole engine has been developed by two people i.e. me and Mohsin
(the guy who sent the original mail), with Mohsin primarily working on
the Physics and Networking whereas I did work on the renderer (including
all effects). 

The technology is not ready for prime time as yet, but will be fairly
complete by this year end. 

The entire demo was recorded on an Athlon FX 3000+, with GeForce 6600
GT, and 512MB of system RAM.

Regards,
Zulfiqar Inayat Malik.
Trango Interactive.



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