Todo & RoadMap

tuan kuranes

23-08-2006 15:38:10

Core
- Add an WorldManager (could be only to set dOdeOpen and dOdeClose which are incorrectly called in World ctor/dtor)
- Add a wrapper to the new Ode save/load facilities
- Add a wrapper For Convex [tuan] [done, waiting for ODE code update/hindsights]
- history rewind and set [tuan]
- work on steppers.


Prefab
- Vehicle Manual Gears, vehicle automatic Gears.
- adds more prefabs (ray car, lorry, truck, bullet, missile, mine, grenade, bombs, etc..)
- adds Basic Object prefab that can be loaded from a file, specifying mesh and proxy geometry.
- add xode, collada load, save support.
- add Skeletal animation LOD As described in Adaptive Dynamics of Articulated Bodies that can be used in data driven simulation, data+user control, user control. Could implement some physical controller samples as in [url=http://www.mmandel.com/blog/?page_id=7 animating virtual characters using motion data and simulation in a context dependant way in order to show simplification results in each configuration (data, simulation, data+simulation)

Tools
- Add a Ragdoll editor
- Add a World editor
- Add a Vehicle editor
- Add a Proxy Geometry editor (using simplified Geom on complex static mesh.)

Demos
- Add Gui
- Tweaks to make them more stable and fast.
- Character controlllers.
- Add Composites bodies falling. (breakable composite)
- Add a demo to the Breakable Joint Feedback handling .
- Add more models (cars, ragdolls, box and cans)
- GUI that helps tweaking them (dynamically selecting stepper, demos, meshes, gravity, stepsize, erp, etc...)
- Rewrite/Integrate/shameless copy/ask for Monster Gangsta demos and meshes
- Rewrite/Integrate the Demo_BSP_Collision from Ogre Core.
- Rewrite/Integrate/shameless copy/ask for Ode tests.
- Rewrite/Integrate the "material" idea Gansta added to Ode. (and some samples should go into prefabs, like wood, metal, road, ice, etc.)

All
- Documentation : wiki, howto, tutorial, fixes on wiki docs.) [grey]
- Doxygenation
- Ogre Code standardisation (m isntead of _ for members, method --- line separators, etc...)
- Premake scripts
- One Class, One File
- Precompiled Headers.
- Logo and Icons

- ... any Idea you have on OgreOde.

I've noted [tuan] the one I''ll try to tackle. others can be contributed meanwhile I get some time to do them.

On forum some user proposed ragdoll improvement, BSP collision, etc...
search for post to get more info.

And as usual anyone that want to provide patch is welcome.

Grey

23-08-2006 23:56:12

Just thought I'd throw in, You shouldn't get too much bogging you down, OgreOde works as a great wrapper for Ode, but if it get's too many things built in I think it'll become harder to adapt for more and more peoples purposes, While most of those items I'd love to see, and I'll probably start working on myself (I'll help out with documentation and examples if I can), I think you might want to not worry about things like the history/rewind of physics, and let other people impliment that themselves, Same thing as some of the prefab's, A Bullet Prefab for example, is IMO too specific to go in a wrapper, Maybe have a 'GameOgreOde' addon as well for things like that, Same with things like a Ragdoll Editor and Vehicle Editor, Definately great things I'd love to see, But probably not things that need to be built into OgreOde, instead they should be completely seperate applications that use OgreOde, and then just keep the easy loaders for Ragdoll's and Vehicles.

Just my 2c, Keep up the great work Tuan, I've really appreciated having easy access to Ode through Ogre.

If there's anything specific you'd like me to look into please PM me on these forums, I'm just getting back into Ogre after almost 6 months of not touching it, But I'm a fairly experienced programmer with C++ and perl and I do all my development on Linux systems,

syedhs

24-08-2006 04:31:25

I think Tuan's TODO is already okay.. and yes for me it is always a better thing to add a higher level prefab class for ODE eg bullet, lorry etc. And it does not hurt to go beyond a simple wrapper either - if name need to be changed, that is fine.

Edit: More prefab object, more example means better understanding of the ODE's usage. In other word, the more, the merrier :lol: I have always learned C++ libraries by looking at the examples.

tuan kuranes

24-08-2006 08:41:10

@grey: Thanks for the help on the documentation !

I'll make a new sticky post on help needed.

Prefab is already very specific and close to a "GameOgreOde", vehicle and ragdoll are not use for all ogreode user, but as pointed by syedhs it's a good tutorial on its own and a good basis for those won't don't know physics at all and want to see what can be done.

Let's say that prefab is a demo+tools helper rather than part of ogreOde ?

About history it's already almost in as it's using same code as the new stepper (which interpolates between two history state.)


Editors are mainly needed to help fighting Ode main problem, tweaking... so that OgreOde can be more popular.

Edited Todo.

nikki

27-11-2006 05:28:56

- Eithort compatibility (using #defines) [tuan]
I'm already using it with Eihort (June 2006)! :)

Harvest

28-11-2006 18:26:05

to let OgreODE more popular, I think documentation, how to start with what, is a very important thing. like mentioned here, I'm going to start soon contributing to this problem (always when university doesn't keep me busy as much as these days).
So my way of doing it, will be more like a step-by-step tutorial, how to get a minimum working OgreODE app and adding code and functions to it. If anybody also wants to contribute documentation, I suggest, he/she should take over the part of describing e.g. core objects of OgreODE or something like that. Or correct my mistakes, there'll sure be a lot of them to fix :D

Harvest

02-12-2007 00:31:54

After one whole year, I finally got to contribute something and added a chapter to the OgreODE wiki. There still are a lot of open questions and I didn't always get the formatting right.
But this might help not to scare beginners off, I hope..

Aquatix

02-12-2007 01:18:46

Wow, that is nice surely! Well, as long as we'll slowly proceed with adding documentations, it might keep up the interest to Ode. But surely, until we actually get some projects released with OgreOde, who would be "the showcase", doubt many ppl will show interest towards OgreOde (well, I know some are making custom wrapper for Ode, sadly they don't contribute back to OgreOde...)

In case you don't mind, I added a few extra notes no to that article, but still it not fully complete, perhaps later, with more time around...

shanefarris

13-11-2009 22:58:07

Any thought on collada? I think that could take care of a number of prefabs, but still leave more specific prefabs in place.

kamaliang

25-09-2010 07:52:22

Is the OgreODE still alive ?
It seems that there is no more updating... :shock: :cry: