JOODE Development Status

nice :slight_smile:

fixed a bug in world (joints were only added, never removed, because remove simply added the joint again)

SphereCollisionTest and BoxCollisionTest work again

Yeeha ! Good job… As I’m doing a RTS-style game now I wonder if it’s a good idea or not to use Joode (maybe I can improve the “terrain” impact on gameplay with Joode) but I’d have to implement TriMesh (which would be a nice thing to have, anyway)…

And maybe the convex collision code works now ?

There have been no changes to the convex code for some weeks now. I think it will still take some time until t_larkworthy will find time to finish his code. And I still doubt that he will implement all Geometry-Convex colliders.

A port of the TriMesh stuff would be one of the major things that are still missing. It would be very nice if someone could take over this part, but be aware, it is a lot of code that has to be ported.

  • the existing code doesn’t seem to be working!

nah seems as if theres still a bug in BoxBox :frowning: (Simply remove the AABB quick-exit and you’ll see)

I saw it and I fixed it ;D

now BoxBox looks good with quickstep, but not so good with step.

but also quickstep seems to have bugs…

Both still have bugs, but we are working on it.

Is there someplace to download the tests so we can see how the development is going?

You can access the source files on http://www.sourceforge.net/projects/joode via CVS

;D Thanks!

MathUtils now documented - but there are still some methods I don’t know what they do
@t_larkworthy: I’m also not sure about one of your JAMA converters - it looks wrong to me

I think JAMA should not be used for JOODE. It is only for educational purpose and not optimized for performance.

myeah. The JAMA stuff was for something ages ago. The dependancy is no longer used and I agree should be removed.

Arne and me have archieved some great improvements on JOODE over the last few days. I think we should talk about a first release.

Status right now:

Geometries implemented:

  • Sphere
  • Box
  • Plane
  • Capsule
  • Ray
  • GeomTransform

Joints implemented:

  • Ball
  • Hinge
  • Slider
  • Contact
  • Fixed

Additional Functionality:

  • Full collision support for all geometries
  • Limits and motors for the supplied joints
  • Support for static objects

Things to be done:

  • Fix a bug in the Standard Stepper implementation
  • Supply more tests
  • Fix bugs that show up in the new tests :wink:
  • Add more JavaDoc to the code
  • … and I would like to have a implementation of Hing2 Joints (for vehicle support ;))

Another thing would be to create a new sub directory in the CVS for work in progress, so we could keep this out of a release. I would suggest to create a directory “sandbox” for this. Currently the code for the convex objects and cylinder code would be moved there. Any complaints or suggestions?

Harald

Wow you men worked hard.

Hmm… by “static objects”, you mean “static bodies” ? Or you mean you have fixed the “moving geoms (without a body)” bug ?

Oh glad you got the GeomTransforms going. Project momentum is brilliant.

are powered joints available yet?

I am gonna give you permissions on the project to setup a release.

OK hdietrich, you have release and snapshot permissions now.
If a release is coming out soon does anyone want to volunteer to do a homepage?

[quote="<MagicSpark.org [ BlueSky ]>,post:77,topic:26716"]
Hmm… by “static objects”, you mean “static bodies” ? Or you mean you have fixed the “moving geoms (without a body)” bug ?
[/quote]
Geoms without a body will not be moved anymore.