Re: [TuxKart-devel] Getting Started.
Status: Alpha
Brought to you by:
sjbaker
From: Ingo R. <gr...@gm...> - 2004-06-27 23:43:59
|
Steve Baker <sjb...@ai...> writes: > We talked some about using ODE physics for this...that seems possible. > This is a concrete decision we have to take - we can't start off on one route > and change our minds. > > Does anyone have much ODE experience? I've played with it (with mixed > success). I don't have experience with ODE and it seems pretty nice for boxes that bounce around and such. However for Tuxkart I think all we need is basically a 2D physics model, I don't want to see Karts crashing realistically and go upside down and such, I want the Kart to stay flat on the ground and allow nice drifts in the curves and I am not sure how difficult it would be to get this drifting right with ODE. Beside the lack of drift and some lack of precision in the collision detection (easy to push other players through a wall) the current physics seem already be quite useable. > It's not clear whether we have to improve TuxKart's handling of '.ac', improve > Blender's exporter, or write an entire new '.blend' loader for AC3D. Comments > please? A .blend loader is unrealistic I think, unless things changed recently.blend file format is still more or less a memory dump of internal Blender structures and not meant to be read by other apps. There his however a .xml based fileformat planed, but that isn't present in the current version. A custom exporter is needed and shouldn't be too difficult to create in the long run, for the time being the standard .ac exporter seems to be enough. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |