The Open Physics Abstraction Layer (OPAL) is a library Tyler Streeter,
Alan Fischer, and I have been working on for a few months. The goal of
the project is to make it easy for people to start using physics
simulation in their applications by providing a simple interface over
the top of existing physics engines (ODE only for now, but it could be
extended to use others in the future).
It’s mainly helpful for people getting started with physics that don’t
want/need to tweak tons of parameters. It also includes a set of
high-level constructs (various sensors and motors) for things like
robotics simulation and a way to load complex objects and systems from
an XML file. Visit the website
(http://opal.sf.net) more details including the
full feature list, tutorials, and API documentation.
These are screenshots from one of the sample apps, using the Ogre
rendering engine (http://www.ogre3d.org).
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This is nice, I’ve always hated physics engines - maybe this will make
thins easier for me:) . Which physics engines do you plan on abstracting
over (other then ODE of course)? Is the “Extended to use others in the
future” part a maybe or are there people working on extensions right
This seems like a great idea. For many people implementing a physics
engine into a renderer can be a major hassle. I gave up on OGRE for that
reason, my C++ and knowledge of the OGRE architechture didn’t make the