[ODE] ODE's speed
Troy Chard
troy.chard at shaw.ca
Fri Aug 15 23:53:02 2003
Adam,
I'm curious, with ODE can we do something like that using fast step?
I only tried faststep once briefly and will be investigating it further soon.
I did some experimenting with boxes as dominoes.
It's a really fun test to check ode's island limitations.
So far (again only tried once or twice) I can only get about 8 of them to
fall before things get slow. (i'll definitely be revisiting that one with
fast step :)
Troy
At 07:26 AM 8/16/03 +0100, you wrote:
>Thomas Grimes wrote:
>>I was just wondering why, like for example, when you stack so many boxes
>>(10 for me) that any more after that the simulation will slow WAY down
>>and every other box you stack it just goes slower.
>
>See section 11.3 of the ODE manual for the 'why' and section
>8 for a cure.
>
> > keynotes from id software at
>>QuakeCon 2003 today and they mention their physics engine can stack at
>>least 100 boxes [..]
> > They
>>mention that no other phsyics engine can do this without going at snail
>>speed.
>
>Hmm, then either they're showboating or, more likely, they
>haven't kept abreast of the technology in this area because of
>the prevailant insular NIH-ism at id.
>
>I'd say that most if not all of the game-targetting physics
>engines (including ODE) offer an iterative solver at this point,
>which would have no speed problem stacking 100 boxes.
>
>--Adam
>--
>Adam D. Moss . ,,^^ adam@gimp.org http://www.foxbox.org/ co:3
>"I am NOT a nut! I am the keeper of the seven universal truths!"
>
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