Saturday, August 5, 2017

OpenSim HyperGrid : Bullet Physics or ubODE ?

By Avatar JayR Cela

     Look I am getting pissed off at the backlash from several of my recent post's. I am merely stating the fact's as I know them, ubODE is a fantastic physics engine, and rates right up there with the commercial Havok engine. Bullet physics however is a real thing, they have a vast community of developers behind the project,  including NASA.

    As far as I am concerned something that renders tons of current mesh content in OpenSim unusable is a no go there situation.

JayR Cela.

6 comments:

Leighton Marjoram said...

I understand what you are saying about the community behind Bullet physics however they aren't working on the Opensim implementation, NASA included. As far as I know there is one person working on the Bullet engine and no one seems to know what he is doing.

JayR Cela said...

Hi there Leighton

Thanks for that info : very Kool / I just am in the mode of getting this physics engine behind us.

So I am stirring up some topics
Thats All

JayR Cela :_)

Tony Anytime said...

Bullet seems to work everywhere except OpenSim. Maybe it is about OpenSim programming issue. Not a bullet.

JayR Cela said...

@Tony Anytime

Thanks for your comment, I don't know what your point is, Bullet seems to work rather well in OpenSim, it is ubODE that is causing issue's with rendering all of the improperly uploaded Mesh content to become Phantom and (or) dual triangulated.

You may be correct though. I know OpenSim 0.9.1x is out and about on OSGrid and one benefit I have seen so far is that you can now join Var Sims to standard Sims.

JayR Cela

Joe Builder said...

As far as this mesh argument Bullet physics is not the correct way to bring in Mesh, Ubode is. Yes from the start we been doing it wrong and now we are all use to it. Ubit placed the correct procedure into Ubode. I myself don't like it but that's the facts.

JayR Cela said...

Hi there Joe, thank you for taking the time to comment.

Another issue we ran up against was the inability to cross sim boarder's reliably using vehicles, this may have been due to the ubODE scripts we had at our disposal during the time frame. We also have no intention to use Var Sim's as they tend to be unable to merge together or with existing 256x256 Sim's or one in other.

The whole idea behind TheKazGrid is to join all of the landscape via walkways and more importantly Rivers, Creeks and Lakes ( Sea's - Oceans ) and Var's tend to be a bit of a pain in order to maintain. That may change with OpenSim 0.9.1x as I have seen a number of OSGrid regions currently able to do so.

The main thing is we want a stable environment and user experience.

JayR Cela :)