Welcome to the new Ogre Wiki!
If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
is a physics connector library between the NVIDIA PhysX physics library. With a help of some short, fast, and neat code you can have a commercial-grade physics system powering your application within a matter of minutes.
This NxOgre wiki portal page is dedicated to integrating NxOgre with Ogre only, for using NxOgre with other RenderingSystems you should visit the NxOgre.org |
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Tutorials Recommending reading on Classical Physics Although it isn't essential to know all of physics to use PhysX and NxOgre, it is strongly recommended that you familiarise yourself with many of the basic termsMass, Motion, Velocity, Acceleration, Force, Torque, Gravity, etc., make sure you know the differences between real-life terms and more accurate physics onesMass is not weight, Speed and acceleration are not the same, and so on. and familiar with the math and unitsVectors, Matrices, Dot/Cross/Scalar multiplication, Metres, Kilograms, Newtons.. Either of these two on-line books are more than acceptable reading.
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Eh? NxOgre is a physics wrapperA software library that wraps around the classes and functions of PhysX and works in an intermediate easier format for PhysXA software library to simulate Classical Physics within a computer. It is capable of simulating standard rigid bodies, Dynamic fluids, Cloth, SoftBodies, Volumes, Forcefields and more. It is currently maintained and owned by . It is free for non-commercial and commercial use.. It is open-source and released under the LGPL licence. It was created and maintained by BetajaenAn almost insane Welshman located in Wales in the UK. There are two main versions of NxOgre; Bloody MessNxOgre version 1.5.0+ is a complete rewrite from Bleeding. It's main features are complete independence from OGRE and the STL namespace. and BleedingNxOgre versions 1.0.22+, based upon the earlier 0.9-1.0 Releases. Bloody Mess is the latest unstable code and Bleeding is the older stable branch. Although NxOgre has OGRE as part of it's name, it will work with any renderer in 3DCurrently BloodyMess supports Ogre and GLUT by default and adding support to your own 3D framework is simple to do. Sadly in Bleeding, only Ogre is supported., 2D or even noneBloodyMess will run perfectly with nothing to 'render' to, which makes it perfect for command-line applications, part of server code or anything else that doesn't need it to be displayed onto a screen. at all. It comes with a single demo application framework called CakeApart from a wonderful piece of Food, Cake comes in at least three forms: Command-line, OpenGL and Ogre. It's designed as a minimal framework for a new user of NxOgre to get to grips with NxOgre. Cake normally comes automatically with a standard NxOgre download and requires almost nothing to setup and work with. in various forms, and a multi-purpose command-line/GUI application called FlourFlour allows you to convert OGRE meshes and possibly other file-formats into the native NXS shape meshes, as well as the NxOgre internal file formats for height fields and CCD skeletons. It uses static linking to make it into a single executable, it is bundled in a Windows installer to allow it to be used by artists without installing the PhysX SDK or NxOgre.. Status Quo The most recent copies of NxOgre will be nightly Git versions but as they are untested and usually released in micro-updates. Detritus (1.6+) is the currently recommended version of NxOgre. BloodyMess (1.5.5+) and Bleeding (1.0.22+) are still widely available and referenced in NxOgre's homepage but are now unsupported and contain deprecated APIs.
Join us in the NxOgre forum, we won't bite - much |
Contributors to this page: jacmoe
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Page last modified on Wednesday 09 of June, 2010 15:04:00 GMT by jacmoe
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The content on this page is licensed under the terms of the Creative Commons Attribution-ShareAlike License.
As an exception, any source code contributed within the content is released into the Public Domain.

