Difference between revisions of "Meshland"
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2=Artlav | 2=Artlav | ||
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+ | [[Image:Evaws.jpg|200px|thumb|right|Jumping over rock]] | ||
+ | [[Image:Lrvfm.jpg|200px|thumb|right|Driving over Fra Mauro]] | ||
+ | [[Image:Ml01.jpg|200px|thumb|right|Landed at Vallis Dao rocks]] | ||
− | + | '''MeshLand''' is an [[Orbiter]] [[plugin]] which offers a vessel-terrain and vessel-vessel collision detection and handling for Orbiter. '''MeshLand''' interfaces with ''Visosad'', which is a rigid body physics simulator. | |
− | MeshLand is an Orbiter plugin which offers a vessel-terrain and vessel-vessel collision detection and handling for Orbiter. | ||
− | |||
− | MeshLand interfaces with Visosad, which is a rigid body physics simulator. | ||
==Key Features== | ==Key Features== | ||
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* Calculates collisions between vessels, based on real physics (beta only). | * Calculates collisions between vessels, based on real physics (beta only). | ||
* Allows to land on terrain meshes, planetary meshes (asteroids) and multi-level structures. | * Allows to land on terrain meshes, planetary meshes (asteroids) and multi-level structures. |
Revision as of 11:02, 19 April 2007
Project home: [N/A] |
MeshLand is an Orbiter plugin which offers a vessel-terrain and vessel-vessel collision detection and handling for Orbiter. MeshLand interfaces with Visosad, which is a rigid body physics simulator.
Key Features
- Calculates collisions between vessels, based on real physics (beta only).
- Allows to land on terrain meshes, planetary meshes (asteroids) and multi-level structures.
- Collision detection is largely independent from the sizes and amounts of landscape details.
- The performance for engines 1 and 2 is unique.
- Generic vessel support allows to use unmodified vessels when landing on the landscape (With small limitations).
- For advanced features there is Collision SDK.
- Also, a "3D surface" MFD is included, which is a scratch of Surface MFD with some Visosad controls.
Bugs/limitations
- When vessels (all of them, unless modified) are in generic mode, landing gears are assumed to be in the same state (that of the beginning of the simulation) regardless of their current state.
- Bases that uses SPHEREMAPPED feature are not supported.
- Configuration and documentation is known to be confusing.