Search found 390 matches
- 04 Dec 2018, 12:00
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 48171
Re: Hey let's switch away from bullet to anything else
I've used it quite some time ago. Can't comment about the performances, but the documentation was rock solid, which is what Bullet lacks. It sill looks very good: https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Index.html. Might be a good choice to switch to IMO, just f...
- 03 Sep 2018, 09:40
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 48171
Re: Hey let's switch away from bullet to anything else
I sent him a PM.We should ask cc9cii since he was doing that work already.
- 01 Sep 2018, 00:11
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 48171
Re: Hey let's switch away from bullet to anything else
I believe we should write a list of things we don't like/can't do with bullet, but also what we use, and do a list of other physics engine to see if it's worth it to switch or not right? My idea is to write a list here and edit thie message with what comes up. What we use: arbitrary triangle shapes ...
- 31 Aug 2018, 10:10
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 48171
Re: Hey let's switch away from bullet to anything else
Even if we change whatever collision system the actor movement solver uses, we can keep bullet in for stuff like that. The biggest problem with bullet is its absolutely terrible API, though. Callback objects are one of the worst antipatterns in all of programming. I believe Newton is also based on ...
- 30 Aug 2018, 16:03
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 48171
Re: Hey let's switch away from bullet to anything else
It would need a lot of work. I once tried to enable physics for non static objects for fun. Well it was hilarious: as soon as you enter somewhere, objects start flying all over the place. The reason is that objects (books,etc) collision shapes often intersect with other objects collision shapes. It'...
- 30 Aug 2018, 13:56
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 48171
Re: Hey let's switch away from bullet to anything else
1) How ingrained is bullet in OpenMW? Is there any attempt at abstraction? How widely used is it? 2) Does the API for Newton Dynamics provide the necessary equivalence to bullet? 3) Is anybody interested in attempting to swap out bullet for Newton Dynamics? 1) it should be abstracted away. At least...
- 11 Jul 2018, 12:16
- Forum: General Development
- Topic: The Future of OpenMW Scripting
- Replies: 127
- Views: 68100
Re: The Future of OpenMW Scripting
I just stumbled upon a serie of videos on how to embed LUA in C++ and figured it might have some use here
https://www.youtube.com/watch?v=xrLQ0OX ... HaXgNX0Itk
https://www.youtube.com/watch?v=xrLQ0OX ... HaXgNX0Itk
PBR test
Hi, I did for fun a small PBR (physical based rendering) shader with cook thorrance (the same than in UE4 I believe) in openmw. This is really hacky - I simply replaced the doLighting function in shaders and every parameters are harcoded so every object uses the same parameters. Obviously this is no...
- 26 Jun 2015, 12:31
- Forum: General Development
- Topic: Multiplayer Development
- Replies: 41
- Views: 22027
Re: Multiplayer Development
you might want to look at raknet, it is really good (and they have this awsome replication thing). I was even bought by oculus
- 09 Jun 2015, 21:38
- Forum: General Development
- Topic: Feature #2229: Improve pathfinding AI
- Replies: 48
- Views: 36302
Re: Feature #2229: Improve pathfinding AI
@scrawl: you idealy want the smallest possible thresold. Thus choosing the smallest possible thresold depends on the framerate. Testing which thresold works will be difficult if it depends on framrate I think