Project Aedra

Not about OpenMW? Just about Morrowind in general? Have some random babble? Kindly direct it here.
Post Reply
User avatar
ElderTroll
Posts: 494
Joined: 25 Jan 2012, 07:01

Project Aedra

Post by ElderTroll » 25 Jan 2012, 07:09

Hello,

I've been following your progress for a couple years. I am very impressed by your work and love reading your updates. I'm not a coder so I've never felt there was a point to registering. However, I just stumbled across this project on youtube which is also a morrowind engine remake. It looks fantastic and I've read that the coder thinks your projects are heading in different directions, but you might be valuable resources for each others projects. Here is his sourceforge page sourceforge.net/projects/aedra/ and here is his youtube page http://www.youtube.com/user/dragongeo2

I hope this is helpful and some cross pollination happens.
“A society grows great when old men plant trees whose shade they know they shall never sit in.”

User avatar
Zini
Posts: 5531
Joined: 06 Aug 2011, 15:16

Re: Project Aedra

Post by Zini » 25 Jan 2012, 11:28

We are aware of this project. Seems it has caught up a bit on us. But we will fix that in the 0.13.0 release ;)

Both projects move indeed into different directions. Technically they are very different. I don't see much overlap, that would allow one project to benefit from the other.

User avatar
gus
Posts: 389
Joined: 11 Aug 2011, 15:41

Re: Project Aedra

Post by gus » 25 Jan 2012, 11:43

Well, I see one. Aedra use bullet for collisions, as we do, and it's collisions seems to be much better. A quick look at his code might help!

User avatar
sirherrbatka
Posts: 2121
Joined: 07 Aug 2011, 17:21

Re: Project Aedra

Post by sirherrbatka » 25 Jan 2012, 13:51

Don't forget to post if you find something that can improve openmw. :-)

User avatar
Zini
Posts: 5531
Joined: 06 Aug 2011, 15:16

Re: Project Aedra

Post by Zini » 25 Jan 2012, 16:06

@gus: Feel free to have a look at the source. I assume the licenses are compatible.

jhooks1
Posts: 780
Joined: 06 Aug 2011, 21:34

Re: Project Aedra

Post by jhooks1 » 25 Jan 2012, 21:02

gus wrote:Well, I see one. Aedra use bullet for collisions, as we do, and it's collisions seems to be much better. A quick look at his code might help!
That would be awesome!!! Right now with physics we constantly fall through the floor. Could you please work on it?

User avatar
psi29a
Posts: 4274
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: Project Aedra

Post by psi29a » 29 Oct 2018, 11:07

Necro....

anyone heard from Aedra in awhile? Has anyone had a look at their collision handling?

User avatar
akortunov
Posts: 435
Joined: 13 Mar 2017, 13:49
Location: Samara, Russian Federation
Github profile: https://github.com/akortunov

Re: Project Aedra

Post by akortunov » 29 Oct 2018, 12:52

psi29a wrote:
29 Oct 2018, 11:07
Has anyone had a look at their collision handling?
Aedra uses a custom stripped fork of bullet 2.77 with custom patches.
The basic approach is the same as in OpenMW: raytesting and convex sweep tests.
Collision boxes are AABBs, also I did not find a threading code here, so it seems physics is a single-threaded too.
Aedra uses a list of collision worlds instead of just one since it was aimed to multiplayer.
Link to the main physics code.

User avatar
psi29a
Posts: 4274
Joined: 29 Sep 2011, 10:13
Github profile: https://github.com/psi29a/
Contact:

Re: Project Aedra

Post by psi29a » 29 Oct 2018, 13:07

It hasn't been worked on since 2016... I might try to reach out to dragongeo2 and see what's up. :)

Post Reply

Who is online

Users browsing this forum: No registered users and 11 guests