Search found 390 matches

by gus
04 Dec 2018, 12:00
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 46959

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...
by gus
03 Sep 2018, 09:40
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 46959

Re: Hey let's switch away from bullet to anything else

We should ask cc9cii since he was doing that work already.
I sent him a PM.
by gus
01 Sep 2018, 00:11
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 46959

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 ...
by gus
31 Aug 2018, 10:10
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 46959

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 ...
by gus
30 Aug 2018, 16:03
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 46959

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'...
by gus
30 Aug 2018, 13:56
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 46959

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...
by gus
11 Jul 2018, 12:16
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 65167

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
by gus
19 Apr 2016, 11:43
Forum: General
Topic: PBR test
Replies: 2
Views: 2577

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...
by gus
26 Jun 2015, 12:31
Forum: General Development
Topic: Multiplayer Development
Replies: 41
Views: 21798

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 ;)
by gus
09 Jun 2015, 21:38
Forum: General Development
Topic: Feature #2229: Improve pathfinding AI
Replies: 48
Views: 35495

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