IrrODE - an Irrlicht - ODE wrapper (now with SVN)
Hello,
I know it's been some time since I posted an update, but now I did some change:
if you now have a static trimesh, i.e. an ODE trimesh that is not assigned to a body, it has more than one set of surface parameters, in detail there is one set for each material the 3d file contains. These sets can be controlled using the IrrOdEdit plugin, and it is also possible to reference already defined sets.
I stumbled upon this when I was implementing the game I am currently working on (will be announced in this forum later): There are racetracks in this game, and it is imho nice to have e.g. the road and the grass aside the road in one 3d file (makes it easier to model), but as gass is more slippery than the road there is a need to define various surface parameters here. Works fine as far as I have tested it. I also added a tutorial to show how you can define various parameter sets using the IrrOdEdit plugin for IrrEdit.
I know it's been some time since I posted an update, but now I did some change:
if you now have a static trimesh, i.e. an ODE trimesh that is not assigned to a body, it has more than one set of surface parameters, in detail there is one set for each material the 3d file contains. These sets can be controlled using the IrrOdEdit plugin, and it is also possible to reference already defined sets.
I stumbled upon this when I was implementing the game I am currently working on (will be announced in this forum later): There are racetracks in this game, and it is imho nice to have e.g. the road and the grass aside the road in one 3d file (makes it easier to model), but as gass is more slippery than the road there is a need to define various surface parameters here. Works fine as far as I have tested it. I also added a tutorial to show how you can define various parameter sets using the IrrOdEdit plugin for IrrEdit.
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Hi,
I added a new feature to the surface parameters. With the last update there are several parameter sets for static trimeshes, one for each material of the 3d model, now I have added the possibility to make a material of any static object (not only trimeshes) damp colliding dynamic objects. You can set a damping value and define a (both angular and linear) velocity above which more damping is applied. I used this to slow down marbles that go off the track in my "marbles2" game. The new features are explained in tutorial 4 (http://www.bulletbyte.de/irrOde/tutoria ... ial04.html).
I added a new feature to the surface parameters. With the last update there are several parameter sets for static trimeshes, one for each material of the 3d model, now I have added the possibility to make a material of any static object (not only trimeshes) damp colliding dynamic objects. You can set a damping value and define a (both angular and linear) velocity above which more damping is applied. I used this to slow down marbles that go off the track in my "marbles2" game. The new features are explained in tutorial 4 (http://www.bulletbyte.de/irrOde/tutoria ... ial04.html).
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I haven't done anything in the scaling part. If I remember correctly your terrain has quite a huge Y-scale, maybe there is a problem in there, don't know. If I remember the terrain-project you gave me correctly it worked for me (with the terrain that is included in Irrlicht).
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Uploaded a new version with a little change yesterday: when designing the levels for my current game project (marbles2 - the Race) I came to the conclusion that it would be fine to
- keep geom nodes sticked to position (0,0,0). These nodes are always children of other scene nodes (like AnimatedMeshes) and need to be in (0,0,0) to work properly
- if a child is added to a body (which makes the object movable) it is also put to position (0,0,0).
Before I had to change these values by hand, so from now on it should be a little faster to create scenes with IrrOdEdit, the IrrEdit plugin that comes with the wrapper.
- keep geom nodes sticked to position (0,0,0). These nodes are always children of other scene nodes (like AnimatedMeshes) and need to be in (0,0,0) to work properly
- if a child is added to a body (which makes the object movable) it is also put to position (0,0,0).
Before I had to change these values by hand, so from now on it should be a little faster to create scenes with IrrOdEdit, the IrrEdit plugin that comes with the wrapper.
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- Joined: Wed Sep 09, 2009 11:54 pm
Not directy, but I think ODE does. You would have to construct it using the wrapper. I guess it's explained somewhere on the ODE page / in the Wiki. I am currently using IrrODE for a very simple game so I haven't taken a look at ragdoll phyiscs.
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I finally updated IrrODE to Irrlicht 1.6 this weekend. Was quite easy to do , new version is ready for download (see initial post for link).
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I think ODE is stable, and IrrODE is just a light-weight wrapper on top of it. I am using it in my project marbles2 (floating around somewhere here in the project announcements forum), and I haven't yet gotten into any trouble with ODE/IrrODE. But marbles2 is a small game, so I don't know if it's possible to create some really big sceneries at a reasonable speed. You could check out the ODE homepage (http://www.ode.org/), they have a list of apps using ODE, and I think there are some pretty good ones among them.
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How can I to do a static objet that I can rotate like here???:
http://www.youtube.com/watch?v=p3QgigeS ... L&index=17
http://www.youtube.com/watch?v=p3QgigeS ... L&index=17
Which rotation do you mean? The rotation of the box in the beginning of the video doesn't need a phyiscs engine, this can be done using an Irrlicht rotation animator.
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OK, another update: you can now download an EditPack for Marbles2 from http://www.dustbin-online.de/download.p ... itpack.zip (or go to the Marbles2 homepage at http://www.dustbin-online.de/marbles2.php) which contains all IrrEdit plugins necessary to create levels for Marbles2, a little tutorial and a small demo level that can be created by following the tutorial. This tutorial is also availble online on http://www.dustbin-online.de/marbles2_m ... anual.html. Happy downloading
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hmmmm yes, I didn't think this, but the ball have physics and collide widh obstacles, my question is how can I move or to rotate a static object.Brainsaw wrote:Which rotation do you mean? The rotation of the box in the beginning of the video doesn't need a phyiscs engine, this can be done using an Irrlicht rotation animator.
I can aply forces to objects, but I want "deactivate" ode's world for rotate the "soil" or I want have a object without gravity.
pd: thanks for this work, is very good.