Open Development User Group/Archive/2011-06-13-post-meeting

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This is the conversation held after the Monday June13, 2011 Open Developers User Group ( updated WolfPup Lowenhar 14:08, 13 June 2011 (PDT))

Transcript for Monday June 13, 2011

[08:08] Wolfpup the OenpSource
[08:08] Wolfpup the fact is that we need to be able to have it asctualy functional
[08:08] ArminWeatherHax libdirectfb has a very different version in opensuse and debian/like
[08:09] FERRET sorry was commenting code
[08:09] Wolfpup as ti stands right now that dose not do any thing at all and from what i heard @ the beta meeting mesh will be comeing to the main grind in about a month
[08:10] Wolfpup that is the question lestat
[08:10] Wolfpup and how are we going to get it merged in
[08:11] Wolfpup john's code is no longer do be considered as he is even sugesting to use HACD to replace his
[08:11] FERRET physX or cuda or is there another system?
[08:11] Wolfpup so that leave the bullet system and HACD
[08:12] Wolfpup cuda and physx are stricly nVida lestat
[08:12] FERRET ugh thats like saying havoc is purely linux
[08:12] Wolfpup we need some thing for ALL vid cards and Open Source
[08:12] Phoenix-FirestormViewer Rocks openCL
[08:13] Wolfpup the LL version of convex looks to be mainly dealing with the decomp with just a little physics
[08:15] Twisted Laws HACD looks better to use to me as its mostly just the part of whats in bullet system that we need ...
[08:15] বরুনদাশ গুপ্তে I don't think there's need to have the convex decomposition run on the graphics card. It's a task ran once per upload. Not something running all the time.
[08:15] Wolfpup if we can come to a concensus on the source code to use we could then see if LL would import the code to the stub so that we are all useing the same code
[08:16] FERRET heh if u wanna wait 6 months sure...but i go by their kdu example
[08:16] ArminWeatherHax does the stub now compile without changes? (does now compile the stub without changes?)
[08:16] Wolfpup Lestat KDU is not open source
[08:16] Twisted Laws it doesn't seem so critical tho as there is an external method of accomplishing it
[08:17] Twisted Laws when i first looked at this i thought it was used more often then just the upload
[08:17] বরুনদাশ গুপ্তে Well, we don't need LL, at least in the beginning. Just clone the stub and declare one clone the 'official' repo for open source work on mesh decomposition.
[08:17] Wolfpup yes the stub compiles but you do not have and functionality as the calculations are not there
[08:18] Wolfpup well i already have a online set up i think
[08:18] Wolfpup yes i do
[08:18] Wolfpup
[08:19] ArminWeatherHax the last time I compiled it it needed some changes
[08:19] Wolfpup but all that has in it is the core from LL right now
[08:19] বরুনদাশ গুপ্তে I thought the core was what's missing and we just have the interface?
[08:19] Wolfpup there is no extrac code it it as yet
[08:20] Wolfpup your right Boroondas
[08:20] Wolfpup im just calling the interface the core for now as we have to work off theat
[08:21] Wolfpup as that is the 'core' connection
[08:23] Wolfpup so now the question is do we want to use the 'stable' bullet system or the 'alpha' HACD
[08:24] FERRET go with the stable
[08:24] বরুনদাশ গুপ্তে I'd go for HACD, so we don't have all the physics stuff on bord we won't ever need.
[08:24] Twisted Laws i vote for HACD
[08:25] Wolfpup the bullet system has some of the HACD incorperadted into the linear math lib that they use
[08:25] বরুনদাশ গুপ্তে into the linear math lib?
[08:25] বরুনদাশ গুপ্তে that doesn't make any sense
[08:25] Wolfpup we do not have to bring all of the bullet just the convex and linear
[08:27] Wolfpup well im seeing two people saying to use HACD directly any others?
[08:29] Twisted Laws hacd is an active opensource project (i think) and more closely related to what we need (i think)
[08:30] বরুনদাশ গুপ্তে has anyone looked at the interfaces of bullet and HACD so far and compared them to the interface in the stub? I guess the closer the match, the easier it'll be to write the glue between them.
[08:30] Wolfpup and bullet is useing in think=gs like blender which is what a lot of people use to make sculpties and mesh objects for SL with
[08:31] Wolfpup well the bullet system is still useing John's code and the interface seems more consistant withthe the LL interface
[08:32] Wolfpup from what i have seen
[08:32] Wolfpup but im no expert
[08:33] Twisted Laws sry, i must go, rl calls
[08:33] Wolfpup it would need some one with more codeing knowlage than me to know for certian
[08:33] FooBar b srr rl called me away
[08:34] FooBar reading ^^^^
[08:35] FERRET i still say go with the bullet system...its compatible and also must have fewer bugs :)
[08:36] Wolfpup Boroondas what do you think?
[08:37] FERRET besides...1 day someones going to have to write a decent building interface to use within SL itself
[08:37] FooBar well if its just conv and math from bullet i would agree with the fury and go bullet
[08:38] বরুনদাশ গুপ্তে FERRET, do you think a building interface would need viewer-side physics?
[08:38] FooBar its going to be a mess to start with and so stability will help
[08:38] FERRET to perform with any decent speed in a lagged environment like the sandboxes...definately
[08:38] Wolfpup Boroondas it might if the person in question is testing the object in a editing window
[08:39] FooBar from what i can make out physics is used to define the bounding box of the object so you cant walk through it
[08:39] বরুনদাশ গুপ্তে the other way around: physics might use bounding boxes to detect collisions
[08:40] FooBar ut im no coder my knowlage is very limited
[08:40] FooBar but*
[08:40] Wolfpup that is right data as it is noe sculpties have a bounding box the size of the prim if it was non-sculpted and mesh tightens that bounding box to the mesh its self
[08:42] বরুনদাশ গুপ্তে If you repeat that sentence(s?) with punctuation we might be able to understand them ...
[08:42] FERRET buries head laffin
[08:43] বরুনদাশ গুপ্তে ?
[08:43] Wolfpup ok ill try again
[08:44] Wolfpup yes you are right data
[08:44] FooBar As it is no sculpties have a bounding box. The size of the prim, if it was non-sculpted. And mesh tightens that bounding box to the mesh its self
[08:45] FooBar .
[08:45] Wolfpup the bounding box of a sculpty is determaned by the non sculpted sixe of the object
[08:45] বরুনদাশ গুপ্তে ah
[08:45] Wolfpup mesh objects pull that bounding box closed to the mesh sculpty
[08:46] বরুনদাশ গুপ্তে i.e. sculpt map only affects visual shape, not physical.
[08:46] বরুনদাশ গুপ্তে ?
[08:46] FooBar y (and)
[08:46] Wolfpup that is correct Boroondas
[08:47] Wolfpup where as mesh objects are a towpare sculpty
[08:47] Wolfpup the visual and the physical
[08:47] বরুনদাশ গুপ্তে kinda
[08:48] বরুনদাশ গুপ্তে mesh objects are of course not texture-driven in their (visual of physical) shape
[08:48] FooBar saying that tho, from what i can remember from the last time i ply with bullet, im not sure how well bullet actualy does that
[08:49] FooBar but its been a few years , so im sure there might have been improvements since then
[08:49] বরুনদাশ গুপ্তে Gotta go, tc all
[08:50] Wolfpup data if you get and build the bullet code there is a convex api text that you can 'play' with object in
[08:50] বরুনদাশ গুপ্তে if the comments on John's blog can be believed, bullet might switch to HACD:
[08:51] FooBar yer, i was waiting to see which way to go b4 i did play,,
[08:52] Liisa Runo Kelly's unofficila Scripting OH:
[08:52] FooBar thanks liisa (Thanks Alice)
[08:52] Wolfpup well i have to goto the scrum meeting
[08:53] FooBar ok guys , im out have a good one (ok guys, im out have a good one)
[08:54] FERRET if ya ask me the 2nd line on his net site sez it all