[ODE] Speed of ODE's constraint method
Jason Gott
wristy_j at yahoo.com
Fri Oct 25 14:32:02 2002
Hello,
I need to implement a physics simulation that can
handle rag-doll type constraints (hinge, ball, but
probably none powered) with joint limits, and contact
with friction. I need a fast method. Is the LCP /
Lagrange multiplier method used in ODE fast enough for
interactive frame rates (> 30 fps) for a minimal
number of constraints/contacts? I'm thinking at most,
a few multi-bodies with around 9 joints each (10
bodies), plus random simple rigid bodies which may
come in contact with the multi-bodies. Also - is
there any drawback to using the LCP method on
consoles?
Does anyone know if Havok uses a similar method? I
imagine they're not just using penalty methods. What
other good, fast methods are out there?
Thanks!
J
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