Every so often, someone comes by here and pushes PAL.<br><br>Unfortunately, it doesn't support concave mesh that's physical and roaming around.<br><br>Note the Geometries and bodies that they have listed.<br><ul><li>
Bodies (Static and Dynamic)
<ul><li>Box
</li><li>Capsule
</li><li>Compound Bodies
</li><li>Convex
</li><li>Sphere
</li></ul>
</li><li>Geometries
<ul><li>Box
</li><li>Capsule
</li><li>Convex Mesh
</li><li>Concave Mesh (Terrain)
</li><li>Height field (Terrain)
</li><li>Plane (Terrain)
</li><li>Sphere
</li></ul></li></ul>Thanks for prompting me to take another look at it to see if they built in support for that. The last time I looked was a year ago. Unfortunately, they have not.<br><br>-Teravus<br><br><br><div class="gmail_quote">
On Thu, Oct 28, 2010 at 3:58 PM, Mark Malewski <span dir="ltr"><<a href="mailto:mark.malewski@gmail.com">mark.malewski@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Phil,<div><br></div><div>Would it make more sense to possibly add/work on adding PAL support?</div><div><br></div><div><a href="http://en.wikipedia.org/wiki/Physics_Abstraction_Layer" target="_blank">http://en.wikipedia.org/wiki/Physics_Abstraction_Layer</a></div>
<div><br></div><div>PAL supports multiple physics engines including:</div><div><br></div><div><span style="font-family: sans-serif; font-size: 13px; line-height: 19px;"><li style="margin-bottom: 0.1em;">
<a href="http://en.wikipedia.org/wiki/Box2D" title="Box2D" style="text-decoration: none; color: rgb(6, 69, 173);" target="_blank">Box2D</a></li>
<li style="margin-bottom: 0.1em;"><a href="http://en.wikipedia.org/wiki/Bullet_%28software%29" title="Bullet (software)" style="text-decoration: none; color: rgb(6, 69, 173);" target="_blank">Bullet</a></li>
<li style="margin-bottom: 0.1em;"><a href="http://en.wikipedia.org/wiki/Havok_%28software%29" target="_blank">Havok</a> </li><li style="margin-bottom: 0.1em;"><a href="http://en.wikipedia.org/wiki/Newton_Game_Dynamics" title="Newton Game Dynamics" style="text-decoration: none; color: rgb(6, 69, 173);" target="_blank">Newton Game Dynamics</a></li>
<li style="margin-bottom: 0.1em;"><a href="http://en.wikipedia.org/wiki/Open_Dynamics_Engine" title="Open Dynamics Engine" style="text-decoration: none; color: rgb(6, 69, 173);" target="_blank">Open Dynamics Engine</a> (ODE)</li>
<li style="margin-bottom: 0.1em;"><a href="http://en.wikipedia.org/wiki/PhysX" title="PhysX" style="text-decoration: none; color: rgb(6, 69, 173);" target="_blank">PhysX</a> (formerly NovodeX and incorporating <a href="http://en.wikipedia.org/w/index.php?title=Meqon&action=edit&redlink=1" title="Meqon (page does not exist)" style="text-decoration: none; color: rgb(204, 34, 0);" target="_blank">Meqon</a>)</li>
<li style="margin-bottom: 0.1em;"><a href="http://en.wikipedia.org/wiki/Tokamak_physics_engine" title="Tokamak physics engine" style="text-decoration: none; color: rgb(6, 69, 173);" target="_blank">Tokamak physics engine</a></li>
</span></div><div><br></div><div><div>It's open source, and released under the BSD license. </div></div><div><br></div><div>Information on PAL can be found here:</div><div><a href="http://en.wikipedia.org/wiki/Physics_Abstraction_Layer" target="_blank"></a><a href="http://www.adrianboeing.com/pal/index.html" target="_blank">http://www.adrianboeing.com/pal/index.html</a></div>
<div><br></div><div><a href="http://www.adrianboeing.com/pal/index.html" target="_blank"></a><a href="http://sourceforge.net/projects/pal/" target="_blank">http://sourceforge.net/projects/pal/</a></div><div><br></div><div>
Adding PAL support would add support for multiple physics engines (including Bullet, Newton, ODE, PhysX, Havok, etc.) </div>
<div><br></div><div>PhysX is quite interesting, especially since most NVIDIA graphics cards offer Hardware Accelerated Physics (PhysX support).</div><div><br></div><div>If you eventually want racing and boating, you would definitely want hardware-accelerated physics (such as PhysX), but anything is better than 10 yr old ODE.<br>
<br></div><div>By creating/utilizing a "PAL" wrapper, it would open up options for grids that wish to use any of the physics engines (including Havok, or PhysX).</div><div><br></div><div><br></div><div><br><div class="gmail_quote">
<div><div></div><div class="h5">
On Thu, Oct 28, 2010 at 2:17 PM, ftechz <span dir="ltr"><<a href="mailto:ftechz@gmail.com" target="_blank">ftechz@gmail.com</a>></span> wrote:<br></div></div><blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div><div></div><div class="h5">
Hello devs,<div><br></div><div>I'm attempting to create a wrapper for the free version of Havok to hook-up with opensim. I'm quite new to this so I'm not quite sure what exactly is required by opensim to make this possible. I'm especially confused by the mesher, how it integrates with ODE and how it may be used by Havok... among other things...</div>
<div>If anyone can give me some advice to point me in the right direction it would be helpful. I understand that not everyone will be able to use Havok in their sims due to licencing issues but I hope that people who are eligible may be able to use it in the future.</div>
<div><br></div><div>Thanks,</div><div>Phil</div>
<br></div></div>_______________________________________________<br>
Opensim-dev mailing list<br>
<a href="mailto:Opensim-dev@lists.berlios.de" target="_blank">Opensim-dev@lists.berlios.de</a><br>
<a href="https://lists.berlios.de/mailman/listinfo/opensim-dev" target="_blank">https://lists.berlios.de/mailman/listinfo/opensim-dev</a><br>
<br></blockquote></div><br></div>
<br>_______________________________________________<br>
Opensim-dev mailing list<br>
<a href="mailto:Opensim-dev@lists.berlios.de">Opensim-dev@lists.berlios.de</a><br>
<a href="https://lists.berlios.de/mailman/listinfo/opensim-dev" target="_blank">https://lists.berlios.de/mailman/listinfo/opensim-dev</a><br>
<br></blockquote></div><br>