Custom joints vehicle and weak joints

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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Tue Nov 24, 2009 10:05 am

After lot of agravation and changing to the the Moronic exptions handler in teh Main loop, I manage to get the terrain demo to run from visual Studio debugger

I have to copy the files Plugins.cfg and resources.cfg to the debug folder since they are expected to be read from there, yet the are on other place.
Plus I also have to change the file themself to point to the correct folders

    # Defines plugins to load

    # Define plugin folder
    PluginFolder=.\

    # Define D3D rendering implementation plugin
    #Plugin=RenderSystem_Direct3D7_d
    #Plugin=RenderSystem_Direct3D8_d
    Plugin=RenderSystem_Direct3D9_d
    Plugin=RenderSystem_GL_d
    #Plugin=Plugin_FileSystem
    Plugin=Plugin_ParticleFX_d
    Plugin=Plugin_BSPSceneManager_d
    Plugin=Plugin_OctreeSceneManager_d
    #Plugin=Plugin_NatureSceneManager_d

    Zip=..\..\..\Media\packs\dragon.zip
    #Zip=..\..\..\Media\packs\knot.zip
    #Zip=..\..\..\Media\packs\skybox.zip
    FileSystem=..\..\..\Media\PCZAppMedia


Some file do not seem to be in teh Ogre forlder so I habe to comment the out.
now I can run the terrain demo, and I can see it look quite bad, it is a terrain all yellow and black so I must have some wrong still because it can no poosible be this bad.

I cna only run tehTarrain demo many otehr just crash trin to find file that are not in teh oger forder
how can I get the rest of eth files like: quake3settings.bsp

Man they leave a lot to be desired, in 14 years working as graphics programmer this is by far the most conversome Engine I have ever encountered.
of all the demos the only one the run is Terrain and it looks quite bad. some plain a dot3bump simple crash in a very bad way.
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Tue Nov 24, 2009 1:33 pm

From where are you trying to run the demos and did you read my previous reply to the same problem (11th post)?

As I explained earlier, are you sure you are running the demos from OGRE\Samples\Common\bin\Release\Demo_Terrain.exe and not OGRE\Samples\Terrain\bin\Release\Demo_Terrain.exe? Everything should work and run out of the box, there is no need to change anything.
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Tue Nov 24, 2009 2:34 pm

I am running from
c:\OGRE\Samples\Common\bin\Debug\Demo_Terrain.exe

but it does not runs, it keep asking for file that are not were in the ogre folder for exemple if I run the BSP demo it does no find quake3settings.bsp.
In fact the only demo that manage to run is terrain.
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Wed Nov 25, 2009 1:03 pm

You mean quake3settings.cfg right, is it not in the same directory as the executables? You downloaded the source package right`? I checked and these configuration files are there, I cant imagine what went wrong for you.

Plugins.cfg
Code: Select all
# Defines plugins to load

# Define plugin folder
PluginFolder=.

# Define plugins
Plugin=RenderSystem_Direct3D9_d
Plugin=RenderSystem_GL_d
Plugin=Plugin_ParticleFX_d
Plugin=Plugin_BSPSceneManager_d
Plugin=Plugin_CgProgramManager_d
Plugin=Plugin_PCZSceneManager_d.dll
Plugin=Plugin_OctreeZone_d.dll
Plugin=Plugin_OctreeSceneManager_d


Resources.cfg
Code: Select all
# Resource locations to be added to the 'boostrap' path
# This also contains the minimum you need to use the Ogre example framework
[Bootstrap]
Zip=../../../Media/packs/OgreCore.zip

# Resource locations to be added to the default path
[General]
FileSystem=../../../Media
FileSystem=../../../Media/fonts
FileSystem=../../../Media/materials/programs
FileSystem=../../../Media/materials/scripts
FileSystem=../../../Media/materials/textures
FileSystem=../../../Media/models
FileSystem=../../../Media/overlays
FileSystem=../../../Media/particle
FileSystem=../../../Media/gui
FileSystem=../../../Media/DeferredShadingMedia
FileSystem=../../../Media/PCZAppMedia
Zip=../../../Media/packs/cubemap.zip
Zip=../../../Media/packs/cubemapsJS.zip
Zip=../../../Media/packs/dragon.zip
Zip=../../../Media/packs/fresneldemo.zip
Zip=../../../Media/packs/ogretestmap.zip
Zip=../../../Media/packs/skybox.zip


You should not need to change absolutely anything :cry:
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Wed Nov 25, 2009 2:10 pm

I do no know by for 6 years In have never beiing able to even compilet Ogre.
This is the farterst I'd come because at least compiled.

All I do was unzip the archive and open the OgreMain.sln
I see a bunch of projects non of wich runs in any configurations?
The only way I have been able to run stuff based of Ogre is when some one have a bug and thet send me a Binary executatble.

there is a long week end I will unpack the archive again and start for stracth and see if it work.
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Wed Nov 25, 2009 2:15 pm

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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Wed Nov 25, 2009 2:49 pm

Ha thank you, and no I did not looked at those instructions, I will do it again following them.

My emphasis in getting Ogre is that I really want to fix some of the things that are not quite right in OgreNewt.
At the time Walaber wrote the wrapper he was making the transition from being a procedural programming in Basic to object programming in Cpp.
Because of that the wrapper does not really reuses the joints, it rather emulates them. I am sure that if he does again he will use a different approach.
He used his cheer Talent to make up for the lack of Object Oriente Programming experience to make the wrapper,
but that in itself makes it for any successor a very difficult task to update the wraper to any newer version unless the person has the same Math ability as he has.
and even if if has those abilities, it is a wasted of time to replicated functionality over and over again.
Since there is a significant group of Ogre users that use OgreNewt as Physics, I think it will help thme to have a way to better debug and update the engine.
As it stand now I it is very very dificult to do any of the stuff.

My second goal is to try implement some the Featherstone base Custom joint that I believe will be very good for, Animation driven Characters, and Complex Cars,
and for the I need a better Graphics Framework than GLUT and GLUI in whic I have to do everything in a half backed way.
Ogre seems to be accepcted by a large number of people and even if they do not use Ogre they still seems to use for learning graphics.
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Re: Custom joints vehicle and weak joints

Postby kallaspriit » Wed Nov 25, 2009 4:33 pm

I agree and I really hope you'll get it to work. The Ogre Wiki is full of articles of how to get everything working and the community is always happy to help. Ask if any more problems arise. Do you also use SVN? I got my version from there and everything worked out of the box perfectly. Follow the instructions, make sure to download and unpack the dependencies correctly. It should be a breeze :)
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Wed Nov 25, 2009 9:01 pm

Wow read the link, and the only difference with what I did before was that I uncompressed the dependency archive into my temp forder and then I copied to the Ogre forder, so Maybe I missed a bunch of files.
Now I unpacked into the Ogre forder like the instructions order and this time it worked out of the Box. :mrgreen:

Tell my something the BSP level runs at 5 fps in debug mode, is that right?
my machine is very fast, it si a icore7 2.9 mhz with a gforce 260 gforce.
I will build the realese, but althought the BSP quake level is really nice it does not look so complex to run at 5 fps in a system like mine.

anyway I will build the release and then I will try to set up OgreNewt.
It took 6 years for me to get Ogre, but I think we are on busisness now :mrgreen:
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Re: Custom joints vehicle and weak joints

Postby Stucuk » Wed Nov 25, 2009 9:19 pm

BSP Levels should get higher than 5 FPS. I have never used Ogre, but i have made an engine that loaded Return To Castle Wolfenstine levels. It got alot more than 5fps on a pc far worse than yours. Even if it doesn't have a PVS system enabled to removed faces that can't be seen, id expect the FPS to be higher than 5fps for a "Test level".
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Wed Nov 25, 2009 9:26 pm

well thsi si s debug build, let us see how teh release work.

in any case that does not seems a problem I am too concersn now, I just wnat to focus in the OgreNewt parts

here is a quastion for OgreNewt.
is this tuturial still viable for OgreNewt? it seems very old since it talk about Ogre 1.0.0 and this seems to be 1.6.4
http://www.newtondynamics.com/wiki/inde ... ners_guide

where do people get the most recent version of OgreNewt?
when I do to the Ogre site all I see is a SVN link http://www.ogre3d.org/wiki/index.php/Og ... on_Project
but ther do not seem to be a link to and archive you can download.

I had a version but I was so irritated after trying for several days to get it going that I deleted the hold forder and now I do not have it.
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Wed Nov 25, 2009 9:41 pm

I jsu build tteh release and it runs anywere form 75 fps to 244 when I am inside the catle,
It is rather slow for this kind of system, The other day I tried the free unreal and it run sparkless with scenethe appear to have over a million polygons but.
Any way these seems sufficent and it looks like a good fps to try a player controller and stuff like that.

The terrain demo runs at over 600 fps, so that is good.

if Pull out to see if I can see the entire building and it is big, but FPS suffer dramatically. It was 24 fps just before it hit a limit and everything go black.
anyway I will test some more demos before I try OgreNewt. :mrgreen:
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Thu Nov 26, 2009 10:11 am

Ok almost all teh demos run now.

I also downloaded Torstoi svn and I download Ogrenewt, an drigh away I start seenong problems
the wiki say that I soudl see 9 project

If your directory tree is different, you will need to modify the OgreNewt project files to get it to compile properly.

Okay, so open up VC++, and load the "OgreNewt" solution. You should see 9 total projects:

OgreNewt_Main - this is the library itself, where all classes are defined.
Demo01_TheBasics - an extremely simple demo, where you can throw objects at a solid object, and watch them interact.
Demo02_Joints - another simple demo, showing TreeCollision bodies, and simple Joints.
Demo03_CollisionCallbacks - how to use advanced collision callbacks to control object behavior through the example of a conveyor belt.
Demo04_Raycasting - using raycasting with rigid bodies
Demo05_SimpleVehicle - how to use the Newton vehicle system
Demo06_SimpleBuoyancy - how to use the Newton buoyancy system
Demo07_CustomJoints - simple example of how to make your own joints with OgreNewt.
Demo08_RagdollExample - an example of how to make skinned ragdolls using OgreNewt


but I only see one
OgreNewt_Main - this is the library itself, where all classes are defined.

what I am doing wrong now?

man I which the Compiling anything with Ogre was a litle better.
you have to go trught sevaral dozen of hooks you have to go just to compiler it. I never seen anything like this.
It is simple rediculos that you have to spend wekk you to set up a graphics library.
I have not idea what it is that I am doing wrong now, and how the test projects.
I remember that teh demo test were there before now I see nothing.

where are these file?
Code: Select all
#include <boost/function.hpp>
#include <boost/bind.hpp>
#ifndef OGRENEWT_NO_COLLISION_SHAREDPTR
#   include <boost/shared_ptr.hpp>
#endif


when I copy then in google I do not see anything related there, nor anywere in the Ogre WIKI?
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Re: Custom joints vehicle and weak joints

Postby thedmd » Thu Nov 26, 2009 11:36 am

Julio Jerez wrote:where are these file?
Code: Select all
#include <boost/function.hpp>
#include <boost/bind.hpp>
#ifndef OGRENEWT_NO_COLLISION_SHAREDPTR
#   include <boost/shared_ptr.hpp>
#endif

There http://www.boost.org/. Boost headers occupy ~45MB, so they are not shipped in dependency package. It is also used only by OgreNewt. So OGRE is do not directly depend on Boost.
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Re: Custom joints vehicle and weak joints

Postby Julio Jerez » Thu Nov 26, 2009 11:53 am

45 mgs of headers file? and all of that for function pointer callbacks and smart pointes? wht the F%^k is that all abput?
it is there any other reason why using that with a thin wraper like OgreNewt?
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