nxogre and PLSM2

Nocs

28-07-2006 11:10:36

I dont know if this is the right place to ask this type of question.....hope so ;)

I cant find tutorials about using nxogre and PLSM2 togheter to put, as an example, a "nxogre-car" in a "PLSM2-landscape" ..... can anyone help please?

betajaen

28-07-2006 11:21:07

Thats because (as far as I know) nobody has tried.

If your willing to wait for Preview 4.0 to come out, there is a full blown heightmap system which works with the Ogre Terrain system anyway, it'd shouldn't be to hard to adapt to PLSM.

Cutter

28-07-2006 22:15:40

I second that request... nxOgre looks like a great library and I would use it as the Physics engine in my game if it would work together with plsm2 out of the box.

Nevertheless I don`t understand some aspects of the heightmap approach (using the same image file as the landscape plugin to calculate the shape):
as I understand it, nxOgre would have to redo parts of what the landscape plugin already did: read the image data and make a mesh/shape of it. Wouldn`t that cause problems with heightmap scaling (which is defined in the plsm2 map config file) and different data formats (raw, etc, some require additional information like scaling)?

How will these problems be managed by nxOgre/PhysX and why is this approach better than using the landscape vertex data to build a static shape? (don`t take this as criticism, I am just curious!)

It would be really great if the silly user (like me) would just write mScene->hasFloor() as before (or something similar) and nxOgre detects an active landscape plugin. Then nxOgre uses getOption(...) to get the plugin`s settings and makes a shape that represents the landscape.

Perhaps I`m just dreaming, but I would love it though :D

betajaen

28-07-2006 23:36:04

I'd have to do a lot of fiddling to pull it off, but it can be done.

To be fair getting the vertices/faces from a mesh or landscape is a lot easier than building them from an image though.

But I like the idea of just having it detect (well via a user's intervention of course) automatically i.e. mScene->createFromTerrain(scene::TERRAIN_PLSM) though. :)