Hello,<br><br>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.<br>
<br>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).<br><br>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? <br>
<br>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:<br>
<br><a href="http://www.youtube.com/watch?v=iYIh-eIwmjs">http://www.youtube.com/watch?v=iYIh-eIwmjs</a><br><a href="http://www.youtube.com/watch?v=z9bedzIuxdM">http://www.youtube.com/watch?v=z9bedzIuxdM</a><br><br>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.<br>
<br>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.<br><br>Thanks,<br>N Lin (nlin)<br><br>