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Efficient trimesh collisions in ODE
Hi you all, I have an small question about ODE physics engine: I want to
integrate it into my game engine, which is the most efficient way to
setup the scenary geometry (very big triangle soup)? Should I create only
one TriMesh object and pass it into ODE? Or maybe should I split the
geometry intro small pieces and pass them all to ODE as smaller trimesh
objects? (in order to benefit from QuadTree or hash table Spacing)?
Thats the only question I have about ODE.
Thanks in advance.
September 07, 2004 03:32 PM
Helou!
I am thinking this same problem right now.
My suggestion: create new geometry class for the scenery (In ODE manual: 10.8. User defined classes).
Any comments?
I am thinking this same problem right now.
My suggestion: create new geometry class for the scenery (In ODE manual: 10.8. User defined classes).
Any comments?
September 09, 2004 08:50 AM
Just noticed, I cannot use single geom for whole scenery, because if AABB too big (for example x is from -1000 to 1000) ode generates some errors:
ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)
So maybe I'll just manually generate all contacts of other eoms with scenery.
ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)
So maybe I'll just manually generate all contacts of other eoms with scenery.
This topic is closed to new replies.
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