[ODE] Collisions time steps & tunneling effect

Gary R. Van Sickle g.r.vansickle at worldnet.att.net
Tue Jul 22 18:23:01 2003


> Greetings,
>
> I'm using ODE 0.039 with OBB / tri-mesh collisions for
> an hovercraft racing game. I currently have some issues
> with collision detection.
>
> To simply describe the problem, small objets with high
> velocities suffer from the tunneling effect.

The only way I know of to really solve this in general is to keep track of the
last world state and solve for intersections between objects' swept volumes.
ODE does not currently have such capability unfortunately.

--
Gary R. Van Sickle
Brewer.  Patriot.