IrrODE - an Irrlicht - ODE wrapper (now with SVN)

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki

Postby Brainsaw » Mon Sep 21, 2009 2:06 pm

Hello,

I know it's been some time since I posted an update, but now I did some change:

if you now have a static trimesh, i.e. an ODE trimesh that is not assigned to a body, it has more than one set of surface parameters, in detail there is one set for each material the 3d file contains. These sets can be controlled using the IrrOdEdit plugin, and it is also possible to reference already defined sets.

I stumbled upon this when I was implementing the game I am currently working on (will be announced in this forum later): There are racetracks in this game, and it is imho nice to have e.g. the road and the grass aside the road in one 3d file (makes it easier to model), but as gass is more slippery than the road there is a need to define various surface parameters here. Works fine as far as I have tested it. I also added a tutorial to show how you can define various parameter sets using the IrrOdEdit plugin for IrrEdit.
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby ulao » Wed Sep 23, 2009 12:41 am

Nice to see its still active. Hope to get back to it some day, too bad I could never scale the terrain... I'm 90% done with my electronic project, once done I may jump back on here.
ulao
 
Posts: 274
Joined: Fri Mar 28, 2008 2:13 am

Postby Brainsaw » Tue Sep 29, 2009 8:52 pm

Hi,

I added a new feature to the surface parameters. With the last update there are several parameter sets for static trimeshes, one for each material of the 3d model, now I have added the possibility to make a material of any static object (not only trimeshes) damp colliding dynamic objects. You can set a damping value and define a (both angular and linear) velocity above which more damping is applied. I used this to slow down marbles that go off the track in my "marbles2" game. The new features are explained in tutorial 4 (http://www.bulletbyte.de/irrOde/tutorials/04-staticTrimesh/tutorial04.html).
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby ulao » Thu Oct 01, 2009 7:53 pm

Do you think some of the trimeshes enhancements might help my scaling issues, if I use trimeshes for a terrain?
ulao
 
Posts: 274
Joined: Fri Mar 28, 2008 2:13 am

Postby Brainsaw » Fri Oct 02, 2009 5:39 am

I haven't done anything in the scaling part. If I remember correctly your terrain has quite a huge Y-scale, maybe there is a problem in there, don't know. If I remember the terrain-project you gave me correctly it worked for me (with the terrain that is included in Irrlicht).
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby Brainsaw » Mon Oct 19, 2009 5:44 am

Uploaded a new version with a little change yesterday: when designing the levels for my current game project (marbles2 - the Race) I came to the conclusion that it would be fine to

- keep geom nodes sticked to position (0,0,0). These nodes are always children of other scene nodes (like AnimatedMeshes) and need to be in (0,0,0) to work properly
- if a child is added to a body (which makes the object movable) it is also put to position (0,0,0).

Before I had to change these values by hand, so from now on it should be a little faster to create scenes with IrrOdEdit, the IrrEdit plugin that comes with the wrapper.
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby Stratosphere » Mon Nov 09, 2009 1:07 am

I has a question.

Dose this soport raggdoll physics?
Stratosphere
 
Posts: 20
Joined: Wed Sep 09, 2009 11:54 pm

Postby Brainsaw » Mon Nov 09, 2009 6:57 am

Not directy, but I think ODE does. You would have to construct it using the wrapper. I guess it's explained somewhere on the ODE page / in the Wiki. I am currently using IrrODE for a very simple game so I haven't taken a look at ragdoll phyiscs.
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby Brainsaw » Mon Nov 16, 2009 6:45 am

I finally updated IrrODE to Irrlicht 1.6 this weekend. Was quite easy to do ;), new version is ready for download (see initial post for link).
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby MikeDee » Wed Nov 18, 2009 11:55 pm

outstanding work !

I've been playing with IrrOde for a few demos I made, and so far I haven't encountered any problem, and ODE's license lets us use it for commercial applications. :D

I have a question though, is IrrOde stable enough to be used for a full fledged game ?
MikeDee
 
Posts: 35
Joined: Wed Nov 18, 2009 11:41 pm

Postby Brainsaw » Thu Nov 19, 2009 6:30 am

I think ODE is stable, and IrrODE is just a light-weight wrapper on top of it. I am using it in my project marbles2 (floating around somewhere here in the project announcements forum), and I haven't yet gotten into any trouble with ODE/IrrODE. But marbles2 is a small game, so I don't know if it's possible to create some really big sceneries at a reasonable speed. You could check out the ODE homepage (http://www.ode.org/), they have a list of apps using ODE, and I think there are some pretty good ones among them.
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby kaos » Thu Dec 10, 2009 12:36 pm

How can I to do a static objet that I can rotate like here???:

http://www.youtube.com/watch?v=p3QgigeS ... L&index=17
kaos
 
Posts: 155
Joined: Tue Aug 12, 2008 8:25 pm
Location: Spain

Postby Brainsaw » Fri Dec 11, 2009 6:33 am

Which rotation do you mean? The rotation of the box in the beginning of the video doesn't need a phyiscs engine, this can be done using an Irrlicht rotation animator.
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby Brainsaw » Fri Dec 11, 2009 7:54 pm

OK, another update: you can now download an EditPack for Marbles2 from http://www.dustbin-online.de/download.php?file=editpack.zip (or go to the Marbles2 homepage at http://www.dustbin-online.de/marbles2.php) which contains all IrrEdit plugins necessary to create levels for Marbles2, a little tutorial and a small demo level that can be created by following the tutorial. This tutorial is also availble online on http://www.dustbin-online.de/marbles2_manual/editpack/manual.html. Happy downloading ;)
User avatar
Brainsaw
 
Posts: 1038
Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Postby kaos » Sat Dec 12, 2009 12:10 pm

Brainsaw wrote:Which rotation do you mean? The rotation of the box in the beginning of the video doesn't need a phyiscs engine, this can be done using an Irrlicht rotation animator.


hmmmm yes, I didn't think this, but the ball have physics and collide widh obstacles, my question is how can I move or to rotate a static object.

I can aply forces to objects, but I want "deactivate" ode's world for rotate the "soil" or I want have a object without gravity.

pd: thanks for this work, is very good.
kaos
 
Posts: 155
Joined: Tue Aug 12, 2008 8:25 pm
Location: Spain

PreviousNext

Return to Project Announcements

Who is online

Users browsing this forum: _Neo and 1 guest