Hallo, Alexandre Quessy hat gesagt: // Alexandre Quessy wrote:
Stephen, DIMPLE looks very promising. I am looking forward to try it soon. (plus, I will see it at NIME) I think the C++ way using OSC or an other protocol is a very good way to go. Wouldn't have you prefered FUDI or an other protocol that allows more than one float at a time to be sent ? For instance, if you want to send the position of the cube "foo" :
/shapes/cubes/foo/x 0.234 /shapes/cubes/foo/y 1.000 ...
You can do more than that with OSC, too:
/shapes/cubes/foo/pos 0.234 1.000 0.0
Anyone. And for pyext, do you guys experiment a big lag, or is it satifying ?
It's satisfying.
And what if you had a world populated with hundreds of geos ?
Not hundreds, but about one or two hundred Bodies on my slightly older machine (AMD 64 Processor 3000+) when doing a full Gem visualisation as well. If you want hundreds of moving Bodies, you need a really fast machine, when using ODE or any other rigid body simulator.
Expressed very simplified: Where a mass in msd3D only has 3 positional coordinates, 3 velocities and 3 accelerations to calculate with each step, a rigid body additionally has to handle changes in orientation (rotation) consisting of rotation angle and rotation vector rx, ry, rz, and just as position, orientation will change according to forces between bodies and geoms. Then you also need to keep track of the every body's shape to find out when it collides with something. This is rather quick to calculate for a sphere, but gets more expensive for more complex geometries.
In short: Just don't expect to simulate as many rigid bodies as you are able to simulate point masses in msd.
Frank Barknecht _ ______footils.org_ __goto10.org__