MyWorld - Open Virtual Reality and Game Engine (ODE)
Other:
1-The code is alot better, but in MaterialDB.h:
I think it shoul be more like:
It is just a little tuch.
2-I have played with the car from 'MyWorld-0.4.5-win32' and some times when I move to the left/right (push 'A'/'S') it seems that one wheel turns corectly but the other just remains stuk in the old position(I havent time to track the source I whas so tired today I just slept for 6h after I came from exam)
3-It seem the rest of the code is OK even thow I wander if you need all those classes you've wrote, I don't know but I've got the filling when I look at your hole code that you just complicate yourself a bit.
4-Sugestion:would you make those coments in German in English too couse I don't know German(too bad for me though),pls.
1-The code is alot better, but in MaterialDB.h:
Code: Select all
class Material {
public:
float m_erp; /// Elastizitaet
float m_cfm; /// Weichheit
};
#define MT_NULL 0
#define MT_STEEL 1
#define MT_GLAS 2
Material g_mat [] = {
{0.0f, 0.0f}, /// MT_NULL
{0.05f, 0.05f}, /// MT_STEEL
{0.01f, 0.01f}, /// MT_GLAS
};
namespace MaterialDB {
Material * getMaterial(int mID) {
return &g_mat[mID];
}
};
Code: Select all
class Material {
public:
float m_erp; /// Elastizitaet
float m_cfm; /// Weichheit
};
namespace MaterialDB
{
#define MT_NULL 0
#define MT_STEEL 1
#define MT_GLAS 2
Material g_mat [] = {
{0.0f, 0.0f}, /// MT_NULL
{0.05f, 0.05f}, /// MT_STEEL
{0.01f, 0.01f}, /// MT_GLAS
};
Material * getMaterial(int mID) {
return &g_mat[mID];
}
};
2-I have played with the car from 'MyWorld-0.4.5-win32' and some times when I move to the left/right (push 'A'/'S') it seems that one wheel turns corectly but the other just remains stuk in the old position(I havent time to track the source I whas so tired today I just slept for 6h after I came from exam)
3-It seem the rest of the code is OK even thow I wander if you need all those classes you've wrote, I don't know but I've got the filling when I look at your hole code that you just complicate yourself a bit.
4-Sugestion:would you make those coments in German in English too couse I don't know German(too bad for me though),pls.
Kat'Oun
There are some new features implemented in MyWorld (check the website for more info)
My Irrlicht&ODE-Project: http://www.lofing.de/myworld/
MyWorld is an Open Virtual Reality (Irrlicht-ODE-based) Engine:GFXstyLER wrote:eehh...could you please tell me exactly what this is ? i just dont understand whats the meaning of this ...
- it means, if you add an object to "world" it will be not only rendered, but this object also has physical properties - you have not explicitly to script the physical bahavior of objects like gravity and other forces; You also don't have to implement the collision detection - it works automaticly, since you add an object to a world
Actually you can define further bahavior to objects by affecting of forces - its much better, easier and more realistic than changing the position of them (thats the way of games without physic engine).
Example:
- just graphically add of a terrain, car and wheels;
- graphically attach the joints to wheels and to car;
- graphically attach the motors to joints
- graphically attach the keys to motors
... and you have a car, controlling by specified keys...
- graphically add the sensor on start and control points
... and u know how many laps u are through
In couple of weks I will have implemented the motors.
Later I plan to implement AI,
Sound, Video and Network to MyWorld and it would be complete.
And my friend wants to write a graphical editor for MyWorld.
My Irrlicht&ODE-Project: http://www.lofing.de/myworld/
Thank you. It makes me glad to see somebody remember it.ThePuh wrote:cool thing!!!
I posted intentionally nothing to see if you are interested on this
work. OK, I will do it anyway, but whether MyWorld stays an Open project
depends just on you. If nobody is interested on it, I just save
time and effort to upload the sources or write tutorials - thats
what I exactly did last time (I hope u understand it)
Here the last screenshot of MyWorld-0.5.8
But it is not all, what I did all the time. I also had to do with a new subproject (MyWorld++)
MyWorld++ is an Open Virtual Reality Engine.
It is a child of MyWorld and have some new features,
like plugin support.
more info here: http://lofing.de/simulator/modules/news ... ?storyid=7
My Irrlicht&ODE-Project: http://www.lofing.de/myworld/
New version of MyWorld can be downloaded:
http://lofing.de/MyWorld/
content:
win32 - only binaries
src - only source
all - both of them but without 3rd
3rd - u need it to compile MyWorld-engine and probably to compile the tutorials
See the changes.txt to know what changed.
I added once more tutorial - it shows how to
create a primitiv Billiards game
hope u like it
http://lofing.de/MyWorld/
content:
win32 - only binaries
src - only source
all - both of them but without 3rd
3rd - u need it to compile MyWorld-engine and probably to compile the tutorials
See the changes.txt to know what changed.
I added once more tutorial - it shows how to
create a primitiv Billiards game
hope u like it
I've prepared a patch to make it compileable (and runnable) under Linux. But I guess that some fixes are also useful for windows, so check it out. Some Makefiles are created ny these patches as well.
Unfortunately the problems with action callback function pointers are still in. I think my first patch for this is several month old now. Could you please consider to add it to the sources. If it is working with windows you might want to #ifdef it, but it won't compile with gcc 3.x the way you did it up to now. Anyway, you might want to consider virtual functions instead of function pointers?!
The two other major problems are MYWORLD_API, which should become the empty string for Linux and all other systems except for windows (so I did an #ifdef which might have to be changed in order to compile correctly for all windows systems), and the completely ill-formed conversion to unicode (which just copies the bytes internally ). I did use mbstowcs, but I'm not sure if you intended something like this.
BTW: The new apps are really nice, but collision detection is not working correctly. I usually shoot the ball out of the sandbox after a few strokes on 'S'. And the balls don't stop rotation and go to the corners, which does not seem to be reasonable, except if the floor is not straight.
Almost forgot: the patch is available from http://parsys.informatik.uni-oldenburg. ... d.66.patch
Unfortunately the problems with action callback function pointers are still in. I think my first patch for this is several month old now. Could you please consider to add it to the sources. If it is working with windows you might want to #ifdef it, but it won't compile with gcc 3.x the way you did it up to now. Anyway, you might want to consider virtual functions instead of function pointers?!
The two other major problems are MYWORLD_API, which should become the empty string for Linux and all other systems except for windows (so I did an #ifdef which might have to be changed in order to compile correctly for all windows systems), and the completely ill-formed conversion to unicode (which just copies the bytes internally ). I did use mbstowcs, but I'm not sure if you intended something like this.
BTW: The new apps are really nice, but collision detection is not working correctly. I usually shoot the ball out of the sandbox after a few strokes on 'S'. And the balls don't stop rotation and go to the corners, which does not seem to be reasonable, except if the floor is not straight.
Almost forgot: the patch is available from http://parsys.informatik.uni-oldenburg. ... d.66.patch
@hybrid
Thanks a lot for your patch. I changed everything manually (because it was a later version by me) except makefiles. But I will add them soon. Thanks ones more. You can download last version in the same folder.
Just once more screenshot for my friends
Thanks a lot for your patch. I changed everything manually (because it was a later version by me) except makefiles. But I will add them soon. Thanks ones more. You can download last version in the same folder.
Just once more screenshot for my friends
My Irrlicht&ODE-Project: http://www.lofing.de/myworld/
- its because I added to big force value - if the speed o a smaller object is to big - the physics engine don't managet it bytimes to calculate collisiion - I gues I must add CPhEngine::setStepSize(float) to my apihybrid wrote: ...but collision detection is not working correctly. I usually shoot the ball out of the sandbox after a few strokes on 'S'.
My Irrlicht&ODE-Project: http://www.lofing.de/myworld/