A C++ framework and applications for experimenting with artificial intelligence, 3D graphics and simulated physics. It's primary focus is to provide a testbed for simulated robotics using Ogre 3D and the Open Dynamics Engine.
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This next release is going to be really worth trying out. If all goes well it should be out by the end of this month. Here is a short feature list. New VrPlace class that extends VrGroup. This allows a more flexible and customizable collision detection scheme than just one big octree. It's also a good place to put AI data for path finding, etc. A QuadTree class that extends VrPlace has also been written that can generate Levels and Terrain with heightmap support. ODE Trimesh support is working for both static and dynamic objects, although there are known issues with ODE that need to be resolved. Support for Ogre's new StaticGeometry class. This makes a huge difference for scenes with hundreds of static objects. It's simple to use, just add an object like you normally would and if it's marked as static it's mesh get's batched in to a bigger mesh automatically. This makes a huge speed improvement on 3D cards. A new four legged Bot that can actually walk. Well, it's a drunken walk but at least it's a start. It's also a good start for the AI framework that is included. Not terribly exciting yet important, I restructured the build directories. This means developers will only need to download media, source and dependency zips. Other items for those of you who may be reading this. Check out http://openmesh.org, I'm using it to do mesh manipulation and it fit's in seamlessly with Ogre. Also visit http://ggt.sourceforge.net to get the Generic Math Template Library. I used it to replace all of the vector, matrix and quaternion structures I had. The conversion only took me about 4 hours. Not bad. I also have a 3DCanvas to Ogre mesh converter script and COM app I've written that will be included in the next release. Go to http://amabilis.com if you've never heard of it. Not a bad little modeller for $70! Please visit http://www.botworx.org for more information.
Botworx is pleased to announce the first binary release of BuggyBots, a Botworx VR demo. BuggyBots highlights the capabilities of the Botworx VR framework which includes realistic missiles and explosions, plus layout capabilities such as stacks, rows, grids and matrixes. Botworx VR is a Virtual Reality framework written in C++ that ties together the Open Dynamics Engine (ODE) physics framework with the OGRE 3D engine. Joint manipulation is simplified by the implementation of a Motor, Gear and Rod mechanical subsystem. Optimizations such as taking motionless objects off the animation list and waking them back up during collisions are also supported, as are proximity tests to cut down on more costly collision testing. Botworx VR was written to serve as a testing ground for experiments in Artificial Intelligence. Those experiments will be conducted with an AI framework I am in the process of writing that uses the best ideas from Forward Chaining Reasoning Systems, State Machines, and other fields of AI. User and developer participation is required to make this project succeed! Monetary Donations are critical to keep it alive! Please join me at http://www.botworx.org
Botworx is pleased to announce the first release of Botworx VR - Version .001. Botworx VR is a Virtual Reality framework written in C++ that ties together the Open Dynamics Engine (ODE) physics framework with the OGRE 3D engine. The reference application "Buggy Bots" demonstrates the usage of both static and dynamic bodies, realistic missiles and explosions, plus layout capabilities such as stacks, rows, grids and matrixes. The main focus so far has been to efficiently and realistically animate multiple objects rather than running over pretty terrain. So mesh-collision support will have to wait until the next version. Joint manipulation is simplified by the implementation of a Motor, Gear and Rod mechanical subsystem, where the rods eventually tie into the axis of Joints. Optimizations such as taking motionless objects off the animation list and waking them back up during collisions are supported, as are proximity tests to cut down on more costly collision testing. Octree support is planned for the future but is not an issue right now since stepping the ODE world is currently the main bottleneck. A major architectural decision was to implement my own version of spaces rather than use those in ODE. This just makes it easier to write and debug the framework as a whole, and it seems just as fast although I haven't done any serious benchmarking yet. The whole purpose of this project was to provide a simulation environment for conducting experiments in Artificial Intelligence, therefore a major part of the next development effort will be to implement a Messaging system that will connect the most popular (and free) AI engines with Botworx VR. User and developer participation is required to make this project succeed! Please join me at http://www.botworx.org
September turned out to be a real bust with the hurricanes pounding Florida. It got so depressing some friends and I took off to Southern Texas for two weeks. Over the last week however I have managed to get Bw3dCanvas2Ogre functioning which is a Vbscript and Automatable application for converting models from 3dCanvas to Ogre. 3dCanvas is a low cost modeller available from http://www.amabilis.com Botworx VR is coming along with a .01 release date probably occurring at the end of October. It's functioning, but I am still breaking it down into reusable classes that hide the details of ODE and OGRE better. Development on Botworx SOAR will not happen until Botworx VR .01 is released. At that time I will start to work on integrating the two via a message passing architecture called MUSCLE which is available at http://www.lcscanada.com/muscle/ Developer and User participation is welcome as always!
Botworx VR is a Virtual Reality framework built on the Ogre 3D library and ODE physics. Busy writing a scriptable Ogre mesh exporter for 3D Canvas. I am also attempting to wrap the converter in managed code, then use within a C# app. That plus transferring my web domain and getting mambo and phpbb ready is keeping me REAL busy. Oh well, at least I put Botworx Soar, a C++ upgrade for the Soar AI framework up for download. Anyone interested in this project please contact me.
I'm having issues with OGRE and stlPort. What used to compile and run fine is now acting very strangely ... like textures that work fine on a Radeon, yet no textures period on a GeForce and crashes in OpenGL. Using VC++ 7. Any suggestions would be greatly appreciated.
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