Physical Motion...

Our OpenGL testing produced some more interface functions for lighting and camera controls... We can now implement movement of the camera and light, and can toggle on/off lights at will... It should be simple to create an implementation for DirectX, as Tim looked up the OpenGL lighting, I looked up the DirectX, and we found many similarities...
I hacked up a cube to test our movement and lights, and after a lot of implementations, found out that some of my faces were described backwards, and not visible...After sorting this out, we started looking at physics...

We made some good progress with the physics integration... Basically we jumped on the Bullet wiki and looked at how to set up some basic things to start with... We ended up with an invisible sphere falling onto an invisible plane and bouncing...
We checked the positions with the Logger, so yeah, its definitely there...
We rigged up a transform call to use the position of the sphere and placed the call before the Cube is drawn... And then our cube fell onto an invisible plane...
The simplicity of the physics was quite amazing, and so damn simple...
I also put in a plane so we have something for the cube to visibly strike...

Next on our list was how to get our own meshes into the engine...
We decided to go for ASE format files, as they contain pretty much everything required for the renderer: Vertex information, Face/Vertex relations, texture coords, and texture file names...
Tim started working on the parser, while I started looking at how we can use the physics data as mesh information...
Turns out there is a TriangleMesh we can use... ASE stores all objects in triangles, so this should work out nicely...

1 comments:

Anonymous said...
December 15, 2008 at 4:25 PM

Great work getting bullet working so easily guys!

Post a Comment