[haiku-development] Re: GLTeapot, world space rotation
- From: Alexandre Deckner <alex@xxxxxxxxxxxx>
- To: haiku-development@xxxxxxxxxxxxx
- Date: Tue, 26 Feb 2008 11:36:57 +0100
Zenja Solaja wrote :
I've tried Bullet and ODE for my cross platform rendering engine
(http://www.users.on.net/zenja), and I'm not at all happy about it's
design. Ignoring the fact that 3 of the tutorials break (under
Windows & MacOSX)
Hi! I'm very happy with it. It does it's job nicelly. Never had any
problem. I tried everything since a few years, and i find it's design,
the most cleaner and modular of all opensource (even closed) physics
engines. And the performance is good too. Erwin Coumans is truly a nice
and professional guy, and the discussions forum there discuss openly
with every physics engine devs. There's people like you that reimplement
their thing, and also proffesional physics dev. Very friendly and
instructive place.
, the fact that Bullet also wants to be a SceneManager has really put
me off using it.
Hmm, i don't understand what you mean? It has to store where its objets
are, and separate it from the graphics engine is really an advantage.
Especially if you run it on a server. You just take what you need anyway.
It also isn't as multithreaded as I would like, since the
SceneManager and physics engine are sequential.
I have ended up designing my own primitive physics engine for my own
projects. I also believe that other developers will chose to
do their own thing.
I started this way 4 years ago, and i went to the other conclusion. I
prefer a full featured, maintained, active, trusted, project :-) And
concentrate on coding the game. Having several AAA titles using it on pc
and console, and Blender also helped in my decision :-)
I don't see Bullet or ODE being that common for most users. I'd
prefer to leave Bullet out of the core Haiku distro. If people want
it, they can get it from the official repository. Application
developers will ship with it if necessary. If so, it belongs to
home/config/lib, not in /beos/system/lib.
The question was not having Bullet in the repo, but more of a suggestion
if we ever want to enhance the (R2) BeAPI with some vector math classes
(think BQuaternion, BMatrix3x3, BAxisAlignedBoundingBox etc...) . I then
extended the idea to the future (R2) GameKit, that could provide basic
(if not advanced) 3d collision and physics (BRigidBody, BCollisionShape
etc...) and thought about Bullet in the same way we used AGG for our
raster rendering implementation. It can sound scary, i know, but isn't
really a big library.
Anyway, i don't know if this is the good mailing list to discuss that.
Well, i know the offtopicness is my fault ;-), but what about the
orignial subject of my post? Did anyone try the world space teapot?
Should i commit that? Would you prefer a "from scratch" quaternion code?
As it's common literrature and i just need two methods for glteapot? Or
would you prefer a full featured class that one could reuse in the future?
Best regards,
Alex
- References:
- [haiku-development] Re: GLTeapot, world space rotation
- From: Alexandre Deckner
- [haiku-development] Re: GLTeapot, world space rotation
- From: Alexander G. M. Smith
- [haiku-development] Re: GLTeapot, world space rotation
- From: Zenja Solaja
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- » [haiku-development] Re: GLTeapot, world space rotation
- » [haiku-development] Re: GLTeapot, world space rotation
- » [haiku-development] Re: GLTeapot, world space rotation
- » [haiku-development] Re: GLTeapot, world space rotation
- » [haiku-development] Re: GLTeapot, world space rotation
- » [haiku-development] Re: GLTeapot, world space rotation
- » [haiku-development] Re: GLTeapot, world space rotation
- » [haiku-development] Re: GLTeapot, world space rotation
- [haiku-development] Re: GLTeapot, world space rotation
- From: Alexandre Deckner
- [haiku-development] Re: GLTeapot, world space rotation
- From: Alexander G. M. Smith
- [haiku-development] Re: GLTeapot, world space rotation
- From: Zenja Solaja