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Comments (14)

lo-th avatar lo-th commented on July 25, 2024

Yes Oimo is the fastest :)
But i have no news from original author Saharan.
Complex shape is possible, but i have many projects.
Sure i want add triangle, particle, terrain, prevent tunneling...
But is big and long work ( if someone want help call me )

for more complex simulation you can use bullet is a strong engine.
https://github.com/lo-th/Ammo.lab

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QuaziKb avatar QuaziKb commented on July 25, 2024

that's too bad, it was really shaping up nicely, hope the original author is okay!

I wasn't suggesting you had to do it, was possibly going to try myself. Bullet is quite good too it seems, but i'm not a huge fan of emscripten ports, since they usually involve a lot of bad .js unfriendly memory structures and stuff. with that said, your lab test sells it as pretty good so i'll probably choose ammo for now, and make my project open to using oimo in the future.

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lo-th avatar lo-th commented on July 25, 2024

yes emscripten port of bullet is ugly big but have many possibility like car , triangle mesh, terrain ...
i hope Kripen update soon better version.

Oimo is strict and clear javascript, original author start by using the structure and physical rule of bullet or box2d. So can we go from one to another.

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 avatar commented on July 25, 2024

hi, I was wondering if there are also any plans for a typescript definition for Oimo. Thanks!

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lo-th avatar lo-th commented on July 25, 2024

hum no i don't think typed script can improve performance.
and after long work with action script I find it painful.

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 avatar commented on July 25, 2024

no problem, thank you very much for your reply!

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lo-th avatar lo-th commented on July 25, 2024

some news from saharan :)
Still development I will continue! Cylinder and triangular mesh of support, because there full of wanted to implement, such as continuous collision detection (CCD) function..
soon

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QuaziKb avatar QuaziKb commented on July 25, 2024

hmm, would you want my fork of oimo to work on? i've already added cylinder support (modified from dev and copied into rev to match the new manifold system) and fixed various little bugs.

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lo-th avatar lo-th commented on July 25, 2024

yes sure you can add, i think add more simple property with get set

On Thu, Mar 12, 2015 at 12:28 AM, QuaziKb [email protected] wrote:

hmm, would you want my fork of oimo to work on? i've already added
cylinder support and fixed various bugs.

β€”
Reply to this email directly or view it on GitHub
#21 (comment).

LoTh - Freelance javascript / as3 / 3D
website http://perso.numericable.fr/chamaslot/ | blog
http://3dflashlo.wordpress.com

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gillesboisson avatar gillesboisson commented on July 25, 2024

Hi, I know this post is quite old. But does Oimo support mesh / triangle collision detection ? I didn 't find it on shape classes. otherwise, it looks good and very fast

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 avatar commented on July 25, 2024

@gillesboisson I don't think there was anything for triangle meshes done, there are no shape classes that reflect it. I did however, have an implementation ready somewhere that I quickly patched together, but it's kinda (super) broken for the moment. Maybe later, when I have time, I'll be able to fix and upload it in my fork.

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gillesboisson avatar gillesboisson commented on July 25, 2024

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 avatar commented on July 25, 2024

Ok, I uploaded the (original) relevant files on GitHub Gist here. There's a fair amount of code, but most of it is the mass info calculations, which were translated from some C code I found online and should be correct. I'm more worried about the collision detection implementation (see SpherePolyCollisionDetector.js). If I remember correctly though, there was also an issue with the broadphase detection, as the AABB for the polyehdron wasn't accurate and was consequently not triggering the narrowphase (see Polyhedron.js, the updateProxy() method).

I'll probably do some more testing later, just to check my assumptions. For now, feel free to take a look.

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ubernaut avatar ubernaut commented on July 25, 2024

@lo-th So I was looking through the build and I see that it uses float32Array() about 8 times. I'm working on a space sim on an intergalactic scale where doubles are highly desirable. (With doubles I can get at least to the edge of the solar system before running into precision issues).

Would you be interested in accepting a PR that added optional double support instead of just 32 bit? I was thinking it could be an argument to the world init function.

what do you think?

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