[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