Kester's ODE tuhopuu2 demo

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Hos
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Kester's ODE tuhopuu2 demo

Post by Hos » Fri Aug 29, 2003 7:08 am

Kester Maddock has been working on enhancing the
ODE support in blender. Here are win/linux binaries
of his work thus far:

http://bebop.cns.ualberta.ca/~cwant/kester/

tuhopuu2-gameengine-test.tar.gz are demo files.

Please provide constructive critisism and feedback.

Cheers,
Chris

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

Post by Saluk » Fri Aug 29, 2003 5:41 pm

Thanks for the work it took you to build that Hos. I appreciate it:)

Most of the tests worked, except for the bumpy terrain and the first ball-in-chute test. In those two the ball fell straight through the ground.

alien-xmp
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Post by alien-xmp » Fri Aug 29, 2003 6:11 pm

If objects fall through each other (and one of them is using polyhedra) it usually means the normals are wrong. Flipping them should fix it. ;)

Saluk
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Post by Saluk » Fri Aug 29, 2003 9:07 pm

Nope thats not it. There is a problem with the polyheder implementation.

Some more things I noticed:

On some polyheders, their collision boundaries seem quite a bit bigger than the actual polygons.
On the test with the stacked boxes, they dont stand up very well, jiggle around a lot, and with the same setup, presents different outcomes in the simulation. I thought one of the things with ODE was that with same input you get very close to the same output, but that obviously isn't the case here.

Not sure how to fix these, but I thought there was some component in ODE to prevent some of the jittering and maybe make it easier for stacked boxes to stand up, don't remember what its called but we should be using it. I'll test some more and look at the source and see if I find anything else.

Metallica
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Post by Metallica » Sat Aug 30, 2003 7:00 am

turning down the mass very low stops the jittering and moving stuff... :)

Metallica (or Mark62756) :)

alien-xmp
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Post by alien-xmp » Sat Aug 30, 2003 8:14 am

You should get similar outcomes for the simulation - I am using the StepFast solver with one iteration - O(n) - instead of the accurate solver - O(n^3). The docs suggested that 20 iterations was 'a lot' and the simulation was good enough with one, so I went with that.

The stacked boxes do tend to jitter about a bit. I'm not sure what to do about that. I saw stacked boxes for the tokamak physics sdk and thought it would be cool if something collided with them. :)

Tests:
Game Engine Polytest.blend -- doesn't work: Polyhedra don't collide with boxes. The ODE tests seem to confirm this.
Game Engine Polytest1.blend -- doesn't work: that .blend might be corrupt. The shute doesn't load with a bound type.
Game Engine Test3.blend -- works when I flip the terrain normals.
Game Engine Test4.blend -- works when I flip the prism normals. :)
Game Engine Test8.blend -- the 'catapult' is the only polyhedra - very non-deterministic.

With the size of collision boundaries, it has to take into account the object's scale vector and the size option in realtime buttons. Size is basically being used as a radius for spheres and cylinders.

If you're on Linux, you might like to try my compile (Redhat 9, pentium3):
http://mysite.reblended.com/tuhopuu2-cv ... 03.tar.bz2
The source patches:
http://mysite.reblended.com/tuhopuu2-ga ... tch.tar.gz

Hos apparently had a mission getting it compiled (thanks Hos). Any more info? You will need all the gameengine prerequisites working - OpenAL & ODE spring to mind. You also need an ODE from ODE cvs. Also, the source patch didn't apply clean. :oops: Check the mailing list for more info.

Kester

yamyam
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Post by yamyam » Sat Aug 30, 2003 10:24 am

Thank you Kester and Hos. this is really great!

I had tested all files, these results are similar to alien-xmp's in WinXP. Game Engine Cly.blend has sound thing, but is not this binary implimented sound yet? (Ok, I know this file is not included wav files...)
Sorry for stupid feedback. :oops:

alien-xmp
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Post by alien-xmp » Mon Sep 01, 2003 7:01 am

They should implement sound, replace the sound with one you have on your computer (C:\Windows\Media...)

That sound isn't there because I didn't pack it because I don't have rights to distribute it (it's from a commercial game.)

It should be set up to play when there is a collision - ie it's a test for the Collision sensor.

hanzo
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Joined: Mon Oct 14, 2002 9:56 am

Post by hanzo » Mon Sep 01, 2003 7:07 am

:D Kester Hos, and anyone else working or going to work on the game engine in any form or way, thank ya big time... :wink:

:twisted: I wish you knew how important this was to me, If I knew
how to program I'd be right there with ya..

PS: Most of the tests worked, I had to re calculate a few normals but most worked, there is manly a jitter problem and collison sometimes bouncey calculates before it touches..

Hos
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Post by Hos » Mon Sep 01, 2003 11:15 pm

I just tried phase's earlier collection of ode blends with this:

http://www.tncci.com/odeblends.zip

They all work, but it's interesting to note that the cola cans
fall over immediately with this new version.

Chris

P.S. Kester: are you on the tuhopuu-devel mailing list?

hanzo
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Post by hanzo » Tue Sep 02, 2003 3:34 am

hos I want to be on the mailing list! how do I get on it?....

8)

alien-xmp
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Post by alien-xmp » Tue Sep 02, 2003 3:34 am

The cylinder class has half spherical end caps on it. Therefore coke cans all fall over. There is no uncapped cylinder in the latest ODE.

I'm subscribed to tuhopuu-devel now.

Hos
Posts: 185
Joined: Wed Oct 16, 2002 12:06 am

Post by Hos » Tue Sep 02, 2003 4:43 am

hanzo wrote:hos I want to be on the mailing list! how do I get on it?....

8)
Hi Hanzo,

The sign up page for the developer list is here:
http://www.blender.org/mailman/listinfo/tuhopuu-devel

The cvs mailing list is here (sends a mail everytime somebody
commits new code).
http://www.blender.org/mailman/listinfo/tuhopuu-cvs

The cooresponding lists for the official project are here:
http://www.blender.org/mailman/listinfo/bf-committers
http://www.blender.org/mailman/listinfo/bf-blender-cvs

Please note that the development lists are meant primary
for development so it's probably a bad plan to inundate those
lists with lots of feature requests. Another list that is intended for
the discussion for potential features is the 'functionality board'
list:
http://www.blender.org/mailman/listinfo/bf-funboard

Chris

yamyam
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Post by yamyam » Tue Sep 02, 2003 5:51 am

alien-xmp wrote:They should implement sound, replace the sound with one you have on your computer (C:\Windows\Media...)
I've already tried that...
Is there limitations of the sound format(Hz, Mono/stereo,etc.)?
I'll try again later. thank you.

hanzo
Posts: 69
Joined: Mon Oct 14, 2002 9:56 am

Post by hanzo » Tue Sep 02, 2003 8:49 am

thanks Hos, and tip taken... :twisted:

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