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ODEItem v0.10

by Pascal · 01/04/2004 (1:38 pm) · 130 comments

Edit: 1/9/04 -- updated to 2nd Release w/ multiplayer and a couple more config features (see docs)
You can download the file from HERE (it was too large with the included .lib files for GG)

see the README.html file for complete installation usage instructions.

A number of short engine changes are required to get it working (three have changed since release 1, see docs)

Included are compiled versions of the .lib files for ODE as well as the slightly modified source.

Take a look at the following Movie Zipfile for a demo (I think its compressed with DivX..)

For those of you familiar with ODE I decided to use the torque engine for collision mechanism instead of the one built into ODE. While this is probably a performance hit (or maybe not, I don't really know enough to say) it does make life much easier as any DTS file with collision meshes should work correctly with the rest of the world including the terrain.

The code will need some modifications to make it useful so check out the ODE Homepage for some more info on the engine. I need to do a revamp of the code an clean up my initial confusion a little so I will probably release a new version in a couple of weeks.

Included are a crate and an trash can to get you started.

Have fun throwing crates around (I did)..
My next step is to try to get some rag dolls working but that may be a little while.

-Pascal
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#1
01/04/2004 (2:01 pm)
Really a cool looking resource Pascal. I have only looked at the video so far, and it looks like it can be very useful. :)
#2
01/04/2004 (2:11 pm)
Video looks great. Can't wait to get this implemented.
#3
01/04/2004 (2:25 pm)
Man this looks pretty cool :)

Can't wait till you've cleaned up the code.
It'd be nice to have Multiplayer Support too :)
#4
01/04/2004 (3:27 pm)
Yes that looks alwsome! to bad that dont work in multplayer :( but ya if you ever geting it to work in mult plz plz! post lol :D greate work! byez :D
Edit: btw what verson of torque is this made with?
#5
01/04/2004 (4:09 pm)
I'm going to do a revamp of the code pretty soon as I need a stable version for my game. I will take a look at multiplayer (I know the resource is useless for most people without it) but I'm doing a single-player game right now so its not that high on my to do list.

@Ke: it should work off of HEAD (I did a test build with a fresh & reasonably recent copy), let me know if you hit any snags.

-Pascal
#6
01/04/2004 (4:46 pm)
Pascal, I will look into getting this working with multiplayer if you dont mind/have the time. I tried to avoid using torques collision system for collisions as ODEs is much more robust. But seeing as everything else ive tried doesnt work, I think i might use your collision code with my own setup.

Well, I will see where this leads me.

Thanks,

Dylan
#7
01/04/2004 (6:07 pm)
I just tried it out, and when the boxes and other object move, it is very jumpy. Ie, it seems that their movements are only update every tick, not every frame.

Maybe this is because there is no networking stuff yet? ie, interpolation etc. Ill try adding the interpolation from my ode objects, see if that works.
#8
01/04/2004 (6:24 pm)
#include

:S

Theres no such file in this resource :S
#9
01/04/2004 (7:27 pm)
you have to make a file ode in lib/ode/include/ then copy all the .h files into it.

On another note, I think ive got multiplayer and interpolation working!

However, the head version of torque doesnt seem to have the dedicated server working :| Does anyone know how to get it working with HEAD? I tried the -dedicated tag, but it just sits there when i start it up. I cant properly test it otherwise.
#10
01/04/2004 (7:52 pm)
I went to lib/ode/include

cretae a folder called ode

coped all the .h files from lib/ode/include into the new folder.

then tried to compile torque again
still says it can find

im i missing something?

how does it know ode/ode.h is not engine/game/ode/ode.h

i see no pointer to lib/ode/
#11
01/04/2004 (9:07 pm)
Use:

torquedemo.exe -game starter.fps -dedicated -mission
#12
01/04/2004 (9:31 pm)
Westy, did you add the include directory to your project?

Thanks Harold, I have now confirmed that the multiplayer is working well enough to use. The code is really messy though, and theres some things that could be better. I also had to change a lot of the variable names.. Well some of them. I'll try to do a diff later on, but the code is quite different, it may not work properly.

You can find it here
#13
01/04/2004 (10:19 pm)
So it took you less than 5 hours of hacking to do it Dylan?
Im trying it out now.
#14
01/04/2004 (11:30 pm)
Pascal and Dylan: that's just awesome!! :)
Thanks so much for getting the ODE ball rolling!
I'm sure a lot of people will jump on the train and build upon that...
havent tried it in multiplayer yet, but Dylan's additions also improve the singleplayer behaviour of the items imho... they were a bit more "choppy" before ...
thanks again, guys!
#15
01/04/2004 (11:44 pm)
So how does this work from a legal perspective?
Would you have to include the source code of ODE with your game?
Or does it go further than that?

edit:
never mind, already noticed that ODE has the BSD license :)
#16
01/05/2004 (12:26 am)
Hehe, yep Luke. Less than 3 hours actually, just took my an extra few hours to test it with a dedicated server :D. I already had all the net and interpolation code from my previous attempt, so it was just a matter of copy and pasting, then a bit of hacking. Its hanging on by a thread though, I wouldnt mess with it too much till I have a chance to clean it up a bit.
#17
01/05/2004 (8:33 am)
Hey Dylan,

Your changes look great and as soon as my compile is done I'll give them a try. (I had ripped some bad interpolation code out and never replaced it so I'm sure that helped)

A question to all:
I assumed that to have things look good with bigger lag times one would need to create a ODE controlled world on each client as well as the server to do the interpolation between server updates. My thought was that the system would drive the client items between messages from the server. Has anyone tried any remote viewing of complex physics interactions (like say a tower of boxes getting knocked over) over the network? Would it be worth creating client ODE worlds?
#18
01/05/2004 (10:16 am)
Can someone please tell me where to add these include files, im using VC6?
#19
01/05/2004 (11:12 am)
ok mangoFusion helpmed me out in irc.

If any one else wants to try this and didint know how to add another include path..

Project Settings
C++ Tab
Select Preprocessor on drop down box
add ,..lib/ode/include/ to include path
#20
01/05/2004 (12:21 pm)
Got a few problems...

occasioanlly crashes with stack overflow..
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