[ODE] Heightfield / Collision.

Pierre Terdiman p.terdiman at wanadoo.fr
Fri Feb 21 12:53:02 2003


> The major problem is the dynamic loading/unloading of terrain data.
> Dynamic loading/unloading is pretty much required for those huge
> map-of-a-country sized terrains.  Dynamically building OPCODE data
> structures as you load/unload the terrain data is too slow to be done on
> the fly.

One thing you can try is to use another thread to build the collision
structures of incoming meshes. Like puting them all in a queue and building
everything in the background. As if you were doing streaming.

> I don't think you're way off.  I did manage to get basic collisions
> working with this, using a version of Thatcher's hieghtfield work.  (a
> variant that runs in The Nebula Device).

Hey, Nebula Device.... They use Opcode as well :)

- Pierre
www.codercorner.com