[Opensim-dev] Super easy question
Brianna
wwwench at gmail.com
Fri Aug 20 19:44:06 UTC 2010
Diva,
So I understand the OpenSim structure.
The physics engine integration is SDK civilized, so to speak, and does not
require source libraries?
The commercial restriction and Net only are not issues in my planned intent.
Thanks,
Bri
--------------------------------------------------
From: <diva at metaverseink.com>
Sent: Friday, August 20, 2010 11:38 AM
To: <opensim-dev at lists.berlios.de>
Subject: Re: [Opensim-dev] Super easy question
> This person could really use some help with writing in English...
>
> Apart from that, Havok is not an option for the stock OpenSim
> distribution, because (1) it's not multi-platform; and (2) its use in
> commercial uses of OpenSim is not free.
>
> There's nothing preventing anyone -- core devs, non-core devs and users
> included -- from plugging in Havok into OpenSim and distribute that. But
> as the stock OpenSim distribution goes, it's a no go for the 2 reasons
> mentioned above.
>
> Brianna wrote:
>> I got this reply re Havok...a snip
>> The SDK is designed to enable independent game studios to execute their
>> creative visions using Havok’s premium, developer-preferred middleware
>> technology, the Independent Developer Program helps studios minimize the
>> overall risk and high cost associated with internal creation of the tools
>> and technologies required to power today’s sophisticated video and PC
>> games. Havok’s Independent Developer Program will give developers access
>> to the company’s full suite of cutting-edge, award-winning products and
>> technologies including: Havok Animation™, Havok AI™, Havok Behavior™,
>> Havok Cloth™, Havok Destruction™ and Havok Physics™. Havok’s modular
>> suite of tools puts power in the hands of creators, empowering them to
>> reach new standards of believability and interactivity in video games.
>> All of Havok’s software tools are fully multithreaded and cross-platform
>> optimized. It's a shame, incorrect information about us is passed around.
>> C++ is not the norm these days. Given that great indie games are more 2d
>> & flash, or 3d & xna/c#. it’s a good starting point for handling a lot of
>> low level system things like arrays, serialization, file loading etc,
>> never mind the physics. SDL + Havok + Directx/OpenGL is a fast track to
>> getting the back end of an indie game up and running quick. You can, get
>> the Havok-7 SDK for free using the “Intel-funded, binary-only libs
>> versions of Havok Physics, Havok Animation and Havok’s Content Tools for
>> the PC.” They can be found on site, and there’s no charge for these so
>> long as you’re giving your game away for free, actually <$10, or are a
>> non-profit.
>> Bri
>>
>> *From:* Jor3l Boa <mailto:jor3l at foravatars.com>
>> *Sent:* Friday, August 20, 2010 10:36 AM
>> *To:* opensim-dev at lists.berlios.de <mailto:opensim-dev at lists.berlios.de>
>> *Subject:* Re: [Opensim-dev] Super easy question
>>
>> I had to use llMoveToTarget and other physical functions in order to get
>> a vehicle working, not with Vehicle params.. since OS uses a diff engine
>> [SL uses havok] is hard to get something working from SL
>>
>> 2010/8/20 Brianna <wwwench at gmail.com <mailto:wwwench at gmail.com>>
>>
>> I will peruse the OSGrid script forum this weekend and post where
>> needed.
>> this mail list is not the place.
>> Bri
>>
>> *From:* Karen Palen <mailto:karenpalensl at gmail.com>
>> *Sent:* Friday, August 20, 2010 6:46 AM
>> *To:* opensim-dev at lists.berlios.de
>> <mailto:opensim-dev at lists.berlios.de>
>> *Subject:* Re: [Opensim-dev] Super easy question
>>
>> There are many of us who would be interested in a working vehicle
>> script if you care to share it!
>>
>> Karen
>>
>> On Fri, Aug 20, 2010 at 5:05 AM, Rustam Rakhimov
>> <rusyasoft at gmail.com <mailto:rusyasoft at gmail.com>> wrote:
>>
>> Oh
>>
>> can u give me your vehicle or at least give some hint how to
>> make that kind of vehicle ??
>>
>> please ....
>>
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