[Opal-commits] opal changelog.txt,1.16,1.17 todo.txt,1.73,1.74
Status: Inactive
Brought to you by:
tylerstreeter
|
From: tylerstreeter <tyl...@us...> - 2005-04-20 03:59:42
|
Update of /cvsroot/opal/opal In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv25347 Modified Files: changelog.txt todo.txt Log Message: fixed bug in ogre sample; now model normals are unaffected by scaling Index: changelog.txt =================================================================== RCS file: /cvsroot/opal/opal/changelog.txt,v retrieving revision 1.16 retrieving revision 1.17 diff -C2 -d -r1.16 -r1.17 *** changelog.txt 18 Apr 2005 22:20:53 -0000 1.16 --- changelog.txt 20 Apr 2005 03:59:33 -0000 1.17 *************** *** 1,4 **** Version 0.3.0 ! April 18, 2005 ------------------------------------------ * All objects can now be created from and saved to a data object --- 1,4 ---- Version 0.3.0 ! April 20, 2005 ------------------------------------------ * All objects can now be created from and saved to a data object Index: todo.txt =================================================================== RCS file: /cvsroot/opal/opal/todo.txt,v retrieving revision 1.73 retrieving revision 1.74 diff -C2 -d -r1.73 -r1.74 *** todo.txt 18 Apr 2005 22:21:00 -0000 1.73 --- todo.txt 20 Apr 2005 03:59:33 -0000 1.74 *************** *** 2,8 **** ================= - * replace the scons gather scripts with simple shell scripts - - write scons for sample - * try building on win32 and linux --- 2,5 ---- *************** *** 56,66 **** - search ode mailing list for "Any BloodRayne 2 developers listening?" ! Build System ! ============ ! * fix vc6 project to create a dll ! ! * we only need a single visual studio project for all physics engines: just do #ifdef ENGINE_NAME for each source file and a conditional link to the physics engine lib ! ! * add SConstructs to samples Possible Ideas --- 53,57 ---- - search ode mailing list for "Any BloodRayne 2 developers listening?" ! * move includes from headers to cpp files wherever possible Possible Ideas *************** *** 72,87 **** * GearedMotor ! - talk to Jim Bernard ! ! * trigger Solids - set a boolean that makes contacts always ignored ! ! * joint break events ! - automatically destroy joint? or just notify the user and let them decide what to do? * collision events - generate collision state (START_COLLISION_STATE, CONTINUE_COLLISION_STATE, END_COLLISION_STATE) - * move includes from headers to cpp files wherever possible - * change the internal_dependsOn functions -> have bidirectional references (dependency lists) so we don't have to search lists for dependencies - dependencies --- 63,71 ---- * GearedMotor ! - make more accurate * collision events - generate collision state (START_COLLISION_STATE, CONTINUE_COLLISION_STATE, END_COLLISION_STATE) * change the internal_dependsOn functions -> have bidirectional references (dependency lists) so we don't have to search lists for dependencies - dependencies *************** *** 91,102 **** - Sensors -> Joints, Solids - * Put BlueprintManager stuff into the Simulator itself and remove BlueprintManager? - * contact filtering - averaging - other methods? - * in the cases where overloaded functions call the original function (e.g. derived setParam calls parent class setParam function), should we keep it this way? or should the overloaded version just do everything? - * materials - have the simulator store a cached list of named materials --- 75,82 ---- *************** *** 104,108 **** * handle blown frame cases: ! - desired frame rate (max dt)? ask ace... - partially complete frame; stop simulation early, resulting in a slow-motion look - complete frame, resulting in a jerky frame rate --- 84,88 ---- * handle blown frame cases: ! - desired frame rate (max dt)? - partially complete frame; stop simulation early, resulting in a slow-motion look - complete frame, resulting in a jerky frame rate *************** *** 113,131 **** * small objects rotate weirdly - due to small mass not causing deep enough penetrations, thus they have little friction and just slide around? - - * make an 'enable acceleration calculations' function so they don't get calculated unnecessarily - - solution: flag which pieces of the solid state are kept up to date (local/global accelerations, prev velocities, etc) - - better solution: use acceleration sensor * make sure everything is stepsize independent - maybe pass dt to all update functions, especially motors - * Sample apps using OGRE - - vehicle and terrain - - ragdoll (launched out of a canon?) - - - - * search code for TODOs - * blueprints could have a single boolean space parameter like "insert the whole bp into a space or not" - this could even just be a bool passed to the instantiate function --- 93,100 ---- *************** *** 161,163 **** - add to instantiateBlueprint - add to Blueprint finalize function ! - add to Blueprint addSensor/addMotor function \ No newline at end of file --- 130,132 ---- - add to instantiateBlueprint - add to Blueprint finalize function ! - add to Blueprint addSensor/addMotor function |