Highfidelity virtual world using Bullet
Posted: Thu Jan 29, 2015 8:00 pm
I recently finished the initial integration of Bullet into the open source virtual world project: https://highfidelity.io
The only physics features I've got working so far are colliding boxes and spheres and some support for kinematic objects but the ultimate goals of this project are ambitious:
Clearly I've got lots of physics work to do and will be looking for help. In a week or two I'll be posting bounties on sub-projects the Career Opportunities section of this forum. But first I need to make a list and break the work into manageable chunks.
The only physics features I've got working so far are colliding boxes and spheres and some support for kinematic objects but the ultimate goals of this project are ambitious:
- Open source software
- Distributed user-hosted worlds
- Fully articulated avatar dynamics driven by input from real-time motion capture gadgets
- Distributed client- and server-side physics simulations across large dynamic spaces
- Client- and server-side avatar and object scripting
Clearly I've got lots of physics work to do and will be looking for help. In a week or two I'll be posting bounties on sub-projects the Career Opportunities section of this forum. But first I need to make a list and break the work into manageable chunks.