OdeMax

BlitzMax Forums/BlitzMax Programming/OdeMax

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@flying have a good poke round the wiki site and the docs! theres easy to mod things in the source, also run doxygen
on the source...
specifically i want to add a slight amount of ground friction and generally get a good set of setting, suitable for fast graphics with realistic results.
I've not been working on it long, but already i've found it to behave a lot better than some of the C examples!!

@fredborg nice to see someones played with it *and* given somthing back, cheers m8!

@beaker If enough people show willing maybe a sourceforge project? btw sorted those small mem leaks on save/load world

I heartly agree with a modular approch, (without interdependance) and a "core" module.

Things like shaders are not that big a deal I've researched them and scouce kindly sent me his shader example, it looks like a few hours work to shoe horn in...

You could argue that with physics and reasonable graphics you have 90% of an engine

Maybe "pluggable" effects, how you'd implement that tho...

@booticus its been a common long known problem... honest!
but its amazing how many times you can look at a file path or piece of code and just not see...;)

You didnt mention how you found ode!

Bare in mind I threw it out as quick as I could because I felt that dispite the bugs I'd left, (mainly physics settings and the odd silly mistake) that is was very important to put somthing out there that would help people struggling with opengl


You can basically drive ode without physics and use it as
a entity handler, telling ode where you want the entities
each frame in a similar-ish! way to b3d, theres some useful and some undocumented utility routines in there....

Working out things like a transform from camera to second camera really made the old matrix maths sink back in, so using a frame work that doesnt "baby" you can help your skills along no end...

V0.02 out now!