[ODE] asynchronous collision detection
Erwin de Vries
erwin at vo.com
Fri Jan 11 15:59:01 2002
I dont think this will work out when using bouncy contacts. They take a few
timesteps to reverse a body's velocity, and when you simulate frames in
between the body might gain speed within that time. There will be a point
where the penetration depth is very large, and the body will pop out
rapidly.
Makes sense?
Erwin
----- Original Message -----
From: "Adam Rotaru" <adam_rotaru@yahoo.com>
To: <ode@q12.org>
Sent: Friday, January 11, 2002 23:20
Subject: Re: [ODE] asynchronous collision detection
> This all sounds correct to me. One more possibility
> --
> and I don't know if this is possible or makes sense --
> is this:
> 1 run a collision detection
> 2 run a physics simulation step with the contacts
> 3 run one (or more) additional simulation steps with
> *no* contacts
> In 3 non-penetrating bodies will move correctly, and
> penetrating
> bodies will also move with their current speed (either
> increasing or decreasing
> penetration depth). I think it would not be unstable.
>
> --adam
>
>
>
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