New Wrapper for the Ogre Engine

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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Fri Aug 09, 2013 12:31 pm

they are all on the same folder

..\newton-dynamics\packages\...
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Fri Aug 09, 2013 3:25 pm

Did you get it.
also please try the Fotklift demo I just checked in.
It demostrated how to set up and relativally complex contractions with presice control.
I will late add the brake, and some object fo rthe user to lift.

then I will move to the next demo.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Fri Aug 09, 2013 4:04 pm

Julio Jerez wrote:they are all on the same folder

..\newton-dynamics\packages\...


From SVN there are no headers in the newton packages folder. There are dCustomjoints etc folders but I don't see the headers.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Fri Aug 09, 2013 4:06 pm

Julio Jerez wrote:Did you get it.
also please try the Fotklift demo I just checked in.
It demostrated how to set up and relativally complex contractions with presice control.
I will late add the brake, and some object fo rthe user to lift.

then I will move to the next demo.


I briefly tried the forklift. So far looks good. One thing that I have always struggled with is sideways slide on vehicles. In the demo if you turn while driving forward the forklift slides sideways. In real life side slip would be very minimal. After driving for about 30 secs the demo crashed but I haven't had a chance to try it more yet.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Fri Aug 09, 2013 4:15 pm

Nevermind the dNewton folder seems to have a lot of the headers.
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Fri Aug 09, 2013 4:31 pm

..\newton-dynamics\packages\dNewton\...
yes there are about 20 header fiel in teh dNewton. That's the core of a generic objecte oriented wraper fo newton

about the crash yes I am awere of that crash, it is a race condition contingegy in ey hcore engine, I will fix tmomorrow.
bascially I have fix yet because most teh time I run in debig mode.

finally about the forklift. It is meant to be a slow moving vehicle, it is make with joint only, and there is no tire model just a dry kenetoic a static friction

maybe after I add the material properties I can make it drive better, but in reality this is a joint demo not a vehicle demo.
I could not find another model that was addecuate to expose different tipy of joints at the same time.
I could make a programer demo with boxes, but those are the things that people see and immidiatelly believe the art is what the engine is.

One last thing, did you try the last check in I did this morning, the vehicle was driveing sideway becase there was a bug in the joint and I fixed.
after I fixed that is more reponsive and more snapy.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Fri Aug 09, 2013 4:33 pm

I'd like to wait and hopefully the vehicle joint can get into ogrenewton soon. Since that was just a joint demo I understand that friction/slip was not what was being demonstrated there.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Fri Aug 09, 2013 4:34 pm

I just synched to SVN and will try again.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Fri Aug 09, 2013 4:43 pm

The new forklift driving is actually good now. It doesn't appear to slip or very little and turns nicely. There is enough friction that it even falls over eventually.
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Fri Aug 09, 2013 4:55 pm

In thsi one I added Join that rotate the tire contact to align with the wheel plane, and that makes a big difference.
before the contact just made the tires drag instad of rolling, and that makes the vehicle act like a box scrapping the floor rather than rolling on wheels.
Later when I add material friction, I think it will be even better.

I found that making these wrapers I can show people how to set up stuff better in theier won turf, than using the sandbodx demo.
these is just a test to show how to make slow moving vehicles using the joint system.

after I cover few thing I have pending this weekend, the next demo will be the special vehicle joint for fast speed vehicles.
and I will upload version an official 1.1
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Re: New Wrapper for the Ogre Engine

Postby Slick » Fri Aug 09, 2013 5:20 pm

Sounds cool. Right now I am starting to update my code to be compatible with Newton300. I am first rebuilding the demos so I can see how to use Newton300 since I am used to using a wrapper with 200 only.
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Re: New Wrapper for the Ogre Engine

Postby Slick » Mon Aug 26, 2013 8:11 pm

I created a number of vehicles based on the forklift. When they wheels touch I get a crash. I need to recreate it in the demo to see if it is my bug.

Does this sound like a problem with the demo or my code?

Also a separate problem I am getting an assert:

Code: Select all
info_m_allocator == this


in dgMemory.cpp. I'm not sure what is causing this I can't work it out yet from stepping through. Is the multithreading still a problem?
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Mon Aug 26, 2013 8:24 pm

no there me be a bug.
what did you do, just spawing more vehicles?

if you hit f2 it will dot do asycronous updated, I will add a noteh key so that it cna also be set to single threaded.
those could are good for debug porpuse. It is very hard to debug mutithreaded code,
specially in the way Newton is set up whick is totally asycronous wit the applications.

if you are doing in yor own app.
I will add the function for setting teh numbe of Micro thread from teh App, tah way you cna debug in single thread and syncronous
I will do that tonight.
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Re: New Wrapper for the Ogre Engine

Postby Julio Jerez » Mon Aug 26, 2013 11:25 pm

Ok if you update,

you can call function

void OgreNewtonWorld::SetConcurrentUpdateMode (false);
void OgreNewtonWorld::SetNumberOfThreads (1);

and that will set the engine to run in single thread and synchronous, see if this say anything about the crash.

Mean time, can you tell me what you did, so that I can try that in the demo?
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Re: New Wrapper for the Ogre Engine

Postby Slick » Tue Aug 27, 2013 1:09 am

Julio Jerez wrote:no there me be a bug.
what did you do, just spawing more vehicles?.


I made my own class based on the forklift but just used the wheels. I spawned multiple classes and as the wheels from different vehicles roll into each other it crashes.
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