Joystick Control

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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rpember
Posts: 2
Joined: Fri Oct 18, 2002 11:12 am

Joystick Control

Postby rpember » Fri Oct 18, 2002 11:17 am

Has anyone developed a joystick plugin for Blender? :?:

Also, it would be great if collision bounding could actually be set to the shape of an object and not just spherical.[/b]

z3r0_d
Posts: 1522
Joined: Wed Oct 16, 2002 2:38 am
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possible, but slow

Postby z3r0_d » Fri Oct 18, 2002 9:50 pm

yes, look for it on elysiun, but you probably want it internal, yes?



the bounding-sphere are relatively fast to work with. A polygon-determined colision model is very slow.

case-and-point. Imagine a 600 faced car, and a 12 faced (trianglear) rectangular prisim, the user will probably not be able to tell the difference between the two.

(even better would be a sort of extruded pentagon for a car bounding box, to replicate the 'hump' of the passenger area.

Bapsis
Posts: 2
Joined: Mon Oct 14, 2002 5:16 am

Postby Bapsis » Sat Oct 19, 2002 1:30 pm

Awesome Idea!!!

I have never seen that on Elysiun, might have to look for it... This would be very important once we start Blending games for the PS2, Xbox or other consoles!!!

Matt


Blend on, and blend well!!!

Saluk
Posts: 166
Joined: Wed Oct 16, 2002 6:52 am

Postby Saluk » Sat Oct 19, 2002 8:06 pm

ODE, which looks like it will be the open source collision detection/physics library we will be using (if you have linux, check it out on the front page), has support for many different collision shapes. Having too complex shapes does make things slow, but making up your shape out of a few well-placed cubes is a nice compromise. ODE has a lot of other really neat things to it, so if they get it in, the Blender game engine will be much better than it was before:)

kAinStein
Posts: 453
Joined: Wed Oct 16, 2002 3:08 pm

Re: Joystick Control

Postby kAinStein » Sun Oct 20, 2002 9:46 pm

rpember wrote:Has anyone developed a joystick plugin for Blender? :?:


It should be possible to implement a joystick control using the joystick class from the pygame-libraries (http://www.pygame.org). I haven't tried this, so I can't say it for sure, but I also can't see anything that would make this impossible. Someone else has tried this?

Happy blending and God bless!
kAinStein

shursey
Posts: 11
Joined: Wed Oct 16, 2002 12:03 am
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Postby shursey » Fri Nov 08, 2002 1:07 pm

Has anyone found this script for sure?

kAinStein
Posts: 453
Joined: Wed Oct 16, 2002 3:08 pm

Postby kAinStein » Fri Nov 15, 2002 9:04 am

shursey wrote:Has anyone found this script for sure?

Search the realtime engine forum at elysiun.com - There you should possibly find what you're searching.

erwin
Posts: 86
Joined: Mon Oct 21, 2002 9:10 pm

Postby erwin » Fri Nov 15, 2002 2:12 pm

>Also, it would be great if collision bounding could actually be set to the >shape of an object and not just spherical.[/b]

blender 2.x has solid 3.0 collision detection. it can do concave-concave 'polygon soup' collision detection, and convex-convex polyhedra.
It works all very fast, using GJK, AABB trees, written by Gino van den Bergen. This collision detection is much better then what ODE has offered yet. However you are talking about the collision response. This is a different story, and sumo (Solid Uses MOto) physics is impulse based, and this required penetration depth. Although we had it up and running internally, we only released dynamic object for spheres (penetration depth is rather trivial). So even if we replace sumo with ode, we will need to have a good collision detection. Ode's coldet. is very rudimentary at the moment, but there is recent progress, so cross your fingers.

just to let you know ;-)


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