OGRE BspCollision Vs ODE

Anonymous

25-06-2007 18:11:31

I've got some doubts about BSPCollision and ODE.

The BSPCollision is a technique to implement collisions, more used in scenaries.

I did find the Demo_BSPCollision from Samples folder of Ogre.

1) Does BSPCollision from ogre use ODE physics? Which is the interface between BSPCollision and ODE?

2) May I use BSPCollision to implement a Snook game? Is it robust enough to it?

3) If the BSPCollision does not use ODE, it is better to use ODE physics to implement a Snook game or to use something like BSPCollision.

rewb0rn

26-06-2007 07:57:09

afaik sinbad wrote some function generating the geometries for ode out of a bsp optimized model, so there would be no difference in the physics. maybe you find the code in the demo, if not i suggest u ask sinbad directly or post in the main forums where he is reading (since this has also to do with ogre itself)

whats a snook game?

Anonymous

26-06-2007 12:56:25

sorry, It's not a snook game, is a Pool game...

I've seen that the ReferenceAppLayer implements ODE functions, but I did not recognize where is the link between BSP files and ODE functions.
I think I must read the RefrenceAppLayer class better to see it, but I have to understand better the ODE functions.

Thanks

pyrokar

26-06-2007 13:34:39

I also tried to get BSP-Collision to work.

http://www.ogre3d.org/phpBB2addons/viewtopic.php?t=4557

This SceneManagerSpace works the same way that the RefApp's BSP-Collision does, but there has to be something wrong.

rewb0rn

26-06-2007 19:35:25

if its a pool game bsp collision does not make that much sense, does it? or are you going to render great indoor levels around the table? :D

Anonymous

26-06-2007 21:41:40

if its a pool game bsp collision does not make that much sense, does it? or are you going to render great indoor levels around the table? :D

rewb0rn, you're right. It does not make any sense using BSP Collision to a pool game. I was a little confused when I posted this topic :shock:

I'm looking for a way to include a Ode trimesh in OGRE.
I'm downloading the CVS OgreOde to see how that have been done in the Demo_GranTurismOgre.

I've seen your demos, very cool. I also see that you were getting some problems with ODE TriMesh in some of your posts (am I right?).

I'm thinking to implement the Pool table using a TriMesh, do you think that this is viable?

It could be easier to me, because I could design the Pool Table in 3dsMax, import as .mesh and put the balls of the game as OgreOdeSpheres, instead desing the pool table with a group of OgreOde Planes.

rewb0rn

27-06-2007 08:10:41

Ok so its just the other way round, you have to import a model in Ogre and OgreOde is capable of creating a trimesh geometry out of it. I experienced trimeshes are ok if you use them for static geometry (like a pool table) but they behave strange if they get a body to move around and collide, thats why I only use basic ode objects for bodies.

Right, I had some problems to position the trimesh correctly fitting the ogre model in the beginning, but the solution is in that thread.

Glad you like the demo :)

If I think its viable, hmm.. Maybe you should not create a trimesh for the table, because the only thing that is going to collide in your game are the spheres on the table, maybe a simple plane on top of the table with some boxes or other planes as borders is enough, would spare computation and might bring cleaner results. Also in this case you would be able to define different colliding behaviour for the table and its borders.

pyrokar

29-06-2007 14:06:50

anyway, i would be interested in a OgreODE BspDemo since i dont get it to work.