With the ragdoll/animation blending, I was actually referring to skeletal animations, or rather character animation blending. So I can't really take credit for that idea, that was all you
You think that would work? I mean, I know it could work- but would the performance and visual quality be that good? I think to get good performance out of fluids, at least with the solution stated, you'd need a good GPU, or would have to sacrifice visual quality- like you were saying in your diagram, it would be more like jelly than water. I've been hunting down some articles, papers, etc on real-time fluid simulation solvers (RTFSS) and have come across some pretty interesting reads. I'll start posting some of them, maybe I should send you a private message with them, rather than post here? Or would here be ok?
I was wondering- if we could find a RTFSS library/sdk, would it be feasible to write a wrapper for this? It could be very lite, and would it be possible to link it to nxOgre? This way, we can have performance and quality. Damn the 2.4 SDK for not being public
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If this was all possible, then your chemistry addition to nxOgre could possibly become more powerful- or rather, perform quite alot better. I know we can do fluids with what you have, but it would be at the cost of quality, using workarounds due to the fact the PhysX SDK doesn't quite pave the way for us. Which is the only reason I bring up 3rd party libraries. I totally understand (and I think I've already solved my own questions here) if you want to keep nxOgre totally... what would be the word? In-house? Lone ranger? I think you get my drift.
My only feelings on your plans for the new nxOgre is that they rock... I just don't want to see you having to settle for less or hack things in, when there could be a way to fully achieve the quality and power that your seeking. I mean, it would be awesome to see a cube hit some fire and turn to water, but not a cube hit some fire and turn to putty or jelly
. Now, I'm not complaining- these new features would be far more than a majority of other physics engines/wrappers/libraries make available, and we would still be able to do some amazing things with them.
Perhaps though, we could be happy with this, get to know it's power... Then, hopefully... Maybe... When 0.7 is on the horizon, the 2.4 PhysX SDK would be made public domain? Then, you could really smash some faces in, with style... With real fluidic detail