[ODE] Bug with angular velocity?

Michal Bacik michal at lonelycatgames.com
Wed Feb 26 03:35:02 2003


Has someone noticed the problem with body angular velocity, resulting in
float overflow?

For example, I create a capped cylinder, set zero gravity (no collision or
falling wanted), and apply some force by dBodyAddForceAtPos.

The body starts to rotate, but the rotation (dxBody::avel) slowly raises and
if something doesn't stop it, it's soon getting to 1e+2, 1e+6, 1e+11, 1e+24,
and then it crashes because of float overflow.

I wonder if someone else has seen this, or it's only my set-up code making
it (e.g. wrong mass applied...).

- michal