[ODE] Cheap Car simulation

Sergio Valverde svalverde at barcelona.ubisoft.es
Mon Jul 21 09:31:01 2003


Adam,

If you don't need very accurate results you can always try to reduce the
number of steps in the iterative solver (aka stepfast). Hopefully, the
system will converge to a quick-and-dirty solution that may be just ok for
your purposes.

Sergi

-----Original Message-----
From: DjArcas [mailto:djarcas@hotmail.com] 
Sent: lunes, 21 de julio de 2003 18:21
To: Aras Pranckevicius; ode@q12.org
Subject: Re: [ODE] Cheap Car simulation

True, but on my pc (Athlon 2400XP), I can *just* scrape 60fps with about
40-50 cars, before any pileups take place. I really need a cheaper way of
simulating them. Accuracy isn't a huge issue here, as long as they're
roughly car-like in their handling :) I'm sure that stripping out the four
hinge2 joints would mean for a big speed boost.

Adam

http://www.projectorgames.com

Big... bigger... biggest!

----- Original Message ----- 
From: "Aras Pranckevicius" <nearaz@interamotion.com>
To: <ode@q12.org>
Sent: Monday, July 21, 2003 4:58 PM
Subject: Re: [ODE] Cheap Car simulation


> > However, with large numbers of cars, this is far too expensive
> > - especially in 10 or 20 car pileups (too many motors and joints
> involved!).
>
> Are you sure that's because the joint count? If you're experiencing this
> when lots of cars are collided, then that's because of big island size --
> hence you should consider using stepfast routines, as they scale much
> better.
>
>
>
> Aras Pranckevicius aka NeARAZ
> http://www.gim.ktu.lt/nesnausk/nearaz/
>
> _______________________________________________
> ODE mailing list
> ODE@q12.org
> http://q12.org/mailman/listinfo/ode
>
_______________________________________________
ODE mailing list
ODE@q12.org
http://q12.org/mailman/listinfo/ode