<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Ogre on ShrimpWorks</title><link>/tags/ogre/</link><description>Recent content in Ogre on ShrimpWorks</description><generator>Hugo</generator><language>en-gb</language><lastBuildDate>Tue, 21 Mar 2006 13:17:15 +0000</lastBuildDate><atom:link href="/tags/ogre/feed.xml" rel="self" type="application/rss+xml"/><item><title>PyODE physics in PyOgre example</title><link>/2006/03/21/pyode-physics-in-pyogre-example/</link><pubDate>Tue, 21 Mar 2006 13:17:15 +0000</pubDate><guid>/2006/03/21/pyode-physics-in-pyogre-example/</guid><description>&lt;p&gt;Guess it shouldn&amp;rsquo;t have taken so long for me to get around to doing
this, but at least it&amp;rsquo;s done now.&lt;/p&gt;
&lt;p&gt;Attached to this post you&amp;rsquo;ll find a zip file, containing a small example
application which allows you to spawn PyODE physics-enabled cubes with
the middle mouse button into a
&lt;a href="http://www.ogre3d.org/wiki/index.php/PyOgre"&gt;PyOgre&lt;/a&gt; world. You can
then bounce and roll the cubes around by holding the left or right mouse
buttons.&lt;/p&gt;
&lt;p&gt;The code is fairly straight-forward, and I&amp;rsquo;ve included quite a number of
comments. Should be easy enough to follow what&amp;rsquo;s going on if you&amp;rsquo;ve been
through the PyOgre tutorials.&lt;/p&gt;</description></item><item><title>Physics with PyODE</title><link>/2005/12/29/physics-with-pyode/</link><pubDate>Thu, 29 Dec 2005 00:00:16 +0000</pubDate><guid>/2005/12/29/physics-with-pyode/</guid><description>&lt;p&gt;My idea for implementing non-physics physics into my little game
framework didn&amp;rsquo;t work out too well, so I gave in and took a look around
for options.&lt;/p&gt;
&lt;p&gt;It seems only ODE is available to Python, via
&lt;a href="http://pyode.sf.net/"&gt;PyODE&lt;/a&gt;. Not many [open source] physics engines
seem to have Python bindings, which I find rather odd.&lt;/p&gt;
&lt;p&gt;As it turns out, it isn&amp;rsquo;t actually all that of a mission to get ODE and
Ogre working together, and the results I&amp;rsquo;ve got so far are quite
acceptable. I can spawn loads of cubes (of varying sizes) and throw them
around the scene and they bounce and jump around in a suitable fasion.&lt;/p&gt;</description></item><item><title>Game Development Stuff</title><link>/2005/12/26/game-development-stuff/</link><pubDate>Mon, 26 Dec 2005 17:14:34 +0000</pubDate><guid>/2005/12/26/game-development-stuff/</guid><description>&lt;p&gt;It seems as though the guys at work are seriously looking into the
option of doing some game development next year some time, and they&amp;rsquo;ve
been busy checking out various engines and frameworks to help with this.
Despite being the only person at work who plays games seriously, and my
&lt;a href="http://unreal.co.za/shrimp/"&gt;history of developments on the Unreal
engine&lt;/a&gt;, I haven&amp;rsquo;t really been included
much with what&amp;rsquo;s going on.&lt;/p&gt;
&lt;p&gt;However, since game development (of any kind) is the number one thing
I&amp;rsquo;d like to be doing with my life (&lt;strong&gt;NOT&lt;/strong&gt; point of sale systems!!),
I&amp;rsquo;ve decided to involve myself anyway :D.&lt;/p&gt;</description></item></channel></rss>