[Opensim-users] lsl differences for vehicles on bulletsim vs ODE engines
Mister Blue
misterblue at misterblue.com
Sat Mar 2 21:17:34 UTC 2013
Depends on your preferences. One advantage with starting with ODE scripts
is they already have adapted to OpenSim[1]. Other than that, there is
something to be learned from any of the scripts.
-- mb
[1] Like, several SL vehicle scripts rely on a timer to set velocity and
angle but OpenSim's default minimum timer interval is 0.5 seconds which is
way too large for controlling vehicles.
On Sat, Mar 2, 2013 at 8:27 AM, Dr Ramesh Ramloll <r.ramloll at gmail.com>wrote:
> Thanks for replying Mister. If I understand correct, I might be better off
> starting with an ODE vehicle code and evolve it so that it works on
> BulletSim, rather than starting with an SL vehicle code and try to make it
> work on BulletSim. The path from ODE vehicle to BulletSim vehicle is
> shorter than the path from SL vehicle code to BulletSim code. Let me know
> If my understanding is correct. With scaling of parameters differing etc..
> and not knowing what these differences are, I think it will be difficult
> for me to debug based on visible behavior alone (possible but am not the
> sharpest tool in the box).
>
>
> On Sat, Mar 2, 2013 at 12:59 AM, Mister Blue <misterblue at misterblue.com>wrote:
>
>> [[Full disclosure... I'm the author of BulletSim. :-) ]]
>> The LSL commands for the vehicles are the same for both ODE and BulletSim
>> -- that is, they implement the LSL functions and simple vehicle model
>> defined in SL[1]. That said, which functions are actually implemented
>> differ and the scaling of parameters differ.
>>
>> BulletSim has been working at calibrating its actions to be similar to
>> SL. ODE had some differences from SL and thus vehicle scripts that worked
>> in SL didn't work the same with ODE[2]. BulletSim is trying to change that.
>> The os function osGetPhysicsEngineType() was added to help script writers
>> if they wanted to have vehicles that worked with either physics engine.
>>
>> The current BulletSim vehicle functions is being tracked at
>> http://opensimulator.org/wiki/BulletSim/Functionality/.
>>
>> BulletSim is under active development and, if there are vehicles
>> functions that are wrong or need different tuning, send me a note.
>>
>> -- mb
>>
>> [1] http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
>> [2] For instance, turning force in ODE is about 10 times smaller than in
>> SL so a reasonable turning value for SL would barely turn a vehicle under
>> ODE.
>>
>>
>>
>> On Wed, Feb 27, 2013 at 6:38 AM, Dr Ramesh Ramloll <r.ramloll at gmail.com>wrote:
>>
>>> Hello,
>>> I was thinking that before I invest too much time in vehicles, I should
>>> learn from the community about lsl differences for vehicle control on the
>>> two different engines, bulletsim vs ODE.
>>> Is it perhaps better to wait for Bulletsim to get the green light before
>>> investing time in vehicle coding?
>>> Thanks
>>> R
>>>
>>> --
>>> 'Consider how the lilies grow. They do not labor or spin.'
>>> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
>>> Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
>>> 208-240-0040
>>> Blog <http://deepsemaphore.posterous.com/>, LinkedIn<http://www.linkedin.com/in/rameshramloll>
>>> , DeepSemaphore LLC <http://www.deepsemaphore.com>, Google+ profile<https://plus.google.com/103652369558830540272/about>
>>>
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>>
>>
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>
>
>
> --
> 'Consider how the lilies grow. They do not labor or spin.'
> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
> Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
> 208-240-0040
> Blog <http://deepsemaphore.posterous.com/>, LinkedIn<http://www.linkedin.com/in/rameshramloll>
> , DeepSemaphore LLC <http://www.deepsemaphore.com>, Google+ profile<https://plus.google.com/103652369558830540272/about>
>
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