[ODE] My project explodes in latest cvs ode

Henri Hakl henri at cs.sun.ac.za
Sat Dec 7 12:52:01 2002


This is probably completely off - but is it possible that you have TReal now
set as single, where it was double before (or vice versia)?

----- Original Message -----
From: "Benny" <benny@kramekweb.com>
To: <ode@q12.org>
Sent: Sunday, December 08, 2002 12:53 AM
Subject: [ODE] My project explodes in latest cvs ode


> I've been developing a game for a long time with ode, using an old cvs
> version from september. I finished the game, and tried compiling it with
the
> latest ode cvs, but I am having major problems. It compiles fine, but when
I
> run it, my bodies explode immediatly.
>
> I've narrowed the problem down to the collision detection and contact
joint
> creation. I don't know why there is a problem. I don't use ode spaces. I'm
> doing something very simple. I create a few geometries(box, plane, sphere
> and geometry transform), and every frame manually call dCollide on every
> pair. Also, for some pairs, I don't even call dCollide, but manually
create
> contact joints.
> Everything worked fine in the old ode cvs from september
>
> Something wierd I've noticed is that, when I comment out most of the
> collision detection, execpt a few cases that work, sometimes when one geom
> collides with a different geom, a third body totally unrelated jerks as if
> being collided with. I think this may have something to do with accessing
> values in arrays out of bounds.
>
> Is there any chance that there is a bug in ode's dCollide() function?
Maybe
> it's touching parts of the *contact struct that it shouldn't? (Like if it
> detects 3 contact points but i give it a flags parameter of 1)
>
> I know that you probably can't help me with so little information but
maybe
> you can tell me where to look?
>
> ps: if anyone is interested, you can play a working beta of the game for
> windows:
> http://benny.kramekweb.com/machineball.exe
>
> Thanks,
> Benny Kramek
>
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