Yes, I've been having ongoing issues with my webhosting, I will try and get that website back up for you soon. (this weekend)CuteAlien wrote:Also, as I'm also sometimes doing image processing, is there a working link for your ImprovCV? The one on your homepages seems to be dead
I wanted to release a more complete wrapper for Irrlicht, but I guess I could announce the Benchmark project if thats what you meant?CuteAlien wrote: @aboeing: Why don't you create a project announcement for that? Especially the benchmark really rocks! I have to get the full version running some time, this is very useful stuff.
Whats your project?JP wrote: might tread on the project i've just started though
Thats true, we don't know what they should look like, but we can sometimes say what they SHOUDLN'T look like, and we can assess them for the properites we want (eg: correct restitution, or stable/fast solutions, etc.)JP wrote:Edit: Having checked out the benchmarker it seems cool to compare all the physics engine side by side like that but the results are pretty open to interpretation as in we don't really know what the physics simulation should look like... and if that's how the same inputs from PAL result in such varying behaviours in the resulting physics simulations then it seems PAL isn't really that good for switching between engines.. should the same inputs to PAL not result in very similar results from the different engines?
Ideally, the same inputs in PAL should produce very similar results in all engines, however every engine is implemented differently, so there is no way to get the same results.
If every engine gave the same results there would not be much need for PAL (other than selecting the best engine for your platform, eg: Bullet on PS3, PhysX on nVidia GPU, Havok on AMD GPU, etc.). Instead you may find you are working on a game or simulator and the engine you are using is not giving you the desired results, using PAL you can just switch to a different engine that does give you the right results.
For example, if you were to develop a robot simulator, you may need fluid simulation if it is an underwater robot (eg: PhysX), or accurate links for a robotic manipulator (eg: ODE), or accurate friction for a walking robot (eg: Newton). You could then just use PAL and switch to the appropriate physics engine for each situation.
Similarly, in a game engine, you could switch depending on the game level/environment,etc.