[Opensim-dev] Using ODE for vehicles and ragdolls
Gerhard Dünnebeil
Gerhard.Duennebeil at chello.at
Wed Nov 19 06:40:17 UTC 2008
Hi
having looked into the ODE engine I don't think it's usable for the
vehicle API.
Instead i think we should put the vehicle engine on top of it.
This is pretty easily done by adding another layer (could/should be in a
plugin).
It can be called in each "Simulate" step and calculate the forces needed
to achieve the vehicles behaviour.
These forces are then applied -- using the phys engine's API -- to the
objects.
This way we are
a) ... independant (at least theoretically) from the characteristics of
the underlying Phys engine
b) ... able to implement different engines for different purposes
I know someone (is it you, nlin?) already implemented a sailing boat in
OpenSim. A modular approach here would allow us to implement alternative
friction models beyond what LSL gives us.
Just my two cents
Gerhard
nlin (message) wrote:
> Hello,
>
> There's been some discussion about SL-compatible vehicles in OpenSim
> recently, with its higher-level abstraction of how vehicles work. This
> would have the long-term goals of compatibility and ability to swap
> out physics engines while still using the same vehicle layer.
>
> SL-compatibility and abstracting vehicles from the physics engine are
> good goals for the long term; sort of a top-down approach (start with
> the vehicle abstraction, map it to many different physics engines).
>
> Complementary to this, I'd like to explore and start discussion of an
> alternative way of handling vehicles by using a bottom-up approach.
> Starting with the specific physics engine of ODE, can we use
> ODE-specific features to make simple vehicles?
>
> I did some experiments with OpenSim and ODE and the answer seems to be
> yes, we can make simple vehicles with ODE by using joints. We can also
> make ragdolls. I posted some videos to YouTube of the preliminary results:
>
> http://www.youtube.com/watch?v=iYIh-eIwmjs
> http://www.youtube.com/watch?v=z9bedzIuxdM
>
> This is only prototype work for now, put together sort of quickly as a
> proof-of-concept with just enough "plumbing" (data flow) to work.
> There are a number of issues that need to be solved for this to work
> cleanly. As far as I know (please correct me if I'm wrong) there
> hasn't been much work done to try to get ODE joints/vehicles/ragdolls
> working in OpenSim, but I think it's an avenue worth exploring.
>
> Is there interest in pursuing this approach for OpenSim vehicles? I
> would look forward to discussing some of the issues that would need to
> be solved.
>
> Thanks,
> N Lin (nlin)
>
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