[ODE] 2d system

david@csworkbench.com david at csworkbench.com
Tue Apr 1 13:18:02 2003


I don't know about "guaranteed" to be easier than ODE to implement.  Sure,
there's a few less possible joints since there's only 3 degrees of
freedom, but all the rest of the internal work would still be the same,
just on a smaller (and therefore more efficient) matrix.  That is assuming
you took the same approach at the problem as ODE does.  The only thing you
wouldn't need to implement would be amotors and ball joints, and maybe
hinge2's.  But you'd probably want to keep hinge2's in there and convert
the turning axis to a suspension slider only.

David

> This question popped up on the list a few weeks ago and fizzled out
> quickly (DOH).
>
> http://q12.org/pipermail/ode/2003-March/003616.html
>
> and the replies...
> http://q12.org/pipermail/ode/2003-March/003619.html
> http://q12.org/pipermail/ode/2003-March/003620.html
>
> I haven't been able to find any 2D rigid-body physics software. Seems
> that most people who want 2D physics have just written their own
> spring-mass system with cross bars and funny integrators for stability.
> Let me know if you find any though.
>
> Anyway, it wouldn't make much sense to insert 2D functionality into ODE
> as it currently stands. You'd be better off reimplementing the API in a
> 2D-like fashion, and seeing if you can pull in the solver and other guts
>  as well. On the bright side, it's GUARANTEED to be easier than ODE to
> implement!
>
> I am interested in assisting if you pick up that challenge.
>
> Christopher Jefferson wrote:
>> Hi!
>> I would like to use ODE in a 2 dimensional system. I notice from the
>> documentation that 2d is mentioned in the changelog but can't find it
>> anywhere else. To simple get me started I decided to try using spheres
>> and cubes and set the co-ordinates appropriately. This does work at
>> first but unsurprisingly it slowly drifts into the third dimension. I
>> can keep forcing things back into 2d but I was wondering if there is a
>> better way to do this?
>> Chris
>
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