[ODE] enhanced ODE collision API
Peter Amstutz
tetron at interreality.org
Wed Oct 23 22:53:02 2002
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Cool! A physics engine is for naught if things collisions arn't detected
correctly :-)
Have box-box collisions (specifically the problem of not generating enough
contact joints) been fixed yet? If not, please tell me which file the
collision code is in and I'll see if I can fix it myself (and provide a
patch of course). The ability for objects to rest upon each other stably
is absolutely necessary and precludes using ODE in my application (and I
really, really want to use ODE.)
The cylinder class you refer to -- would this be a flat-ended cylinder, as
opposed to the (slightly weird but I guess easier to program)
hemisphere-ended cylinder that already exists? I'm interested in
flat-ended cylinders that can stably stand up on end, which a round-ended
cylinder of course cannot do.
Have you considered using octtrees to optimize collision tests for complex
scenes? (I'm just suggesting this off the top of my head, I'm not 100%
sure how it would work...)
On Wed, 23 Oct 2002, Russ Smith wrote:
> hi all,
>
> erwin and others have been working hard developing extensions to ODEs
> collision functionality for the past little while, and i am finally
> getting around to integrating this work into ODE.
[ Peter Amstutz ][ amstutz@cs.umass.edu ][ tetron@interreality.org ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ]
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