[ODE] Using ODE for character control
Chris Gregan
chris at torcinteractive.com
Tue Jul 29 04:44:02 2003
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Hi,
I am considering using ODE for a reaonably simple FPS physics engine. =
The main requirement is to have simple character primitives (bounding =
box, capsule, multisphere, etc...) which can move smoothly around a =
level, up stairs and jump and crouch. Character interaction with other =
rigid bodies and ragdoll animation are not essential. The levels wil be =
big though, tens of thousands of triangles.
Has anyone succeeded in using ODE in this kind of application? Are there =
any demos that anyone knows of where this has been done?
I'm looking at an approach called AABB-casting from "3D Games Animation =
and Advanced Real-time Rendering vol II". The technique seems to be to =
project the verts and edges of an AABB from the current position in the =
required direction of travel, see if they collide with anything, and =
then slide along the collision tangent and repeat the process. I'm =
thinking this would work if I could use ODE to effeciently represent the =
level geometry and quickly do ray casts against it.=20
Any advice would be much appreciated!
Chris
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<DIV><FONT face=3DArial size=3D2>Hi,</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>I am considering using ODE for a =
reaonably simple=20
FPS physics engine. The main requirement is to have simple =
character=20
primitives (bounding box, capsule, multisphere, etc...) which can move =
smoothly=20
around a level, up stairs and jump and crouch. Character interaction =
with other=20
rigid bodies and ragdoll animation are not essential. The =
levels wil=20
be big though, tens of thousands of triangles.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>Has anyone succeeded in using ODE in =
this kind of=20
application? Are there any demos that anyone knows of where this has =
been=20
done?</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>I'm looking at an approach =
called=20
AABB-casting from "3D Games Animation and Advanced Real-time Rendering =
vol II".=20
The technique seems to be to project the verts and edges of an AABB from =
the=20
current position in the required direction of travel, see if they =
collide with=20
anything, and then slide along the collision tangent and repeat the =
process. I'm=20
thinking this would work if I could use ODE to effeciently represent the =
level=20
geometry and quickly do ray casts against it. </FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial size=3D2>Any advice would be much =
appreciated!</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT> </DIV>
<DIV><FONT face=3DArial =
size=3D2>Chris</FONT></DIV></FONT></DIV></BODY></HTML>
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