[ODE] ODE as a complete FPS solution..

Martin C. Martin martin at metahuman.org
Wed Jun 11 08:44:02 2003


> Unfortunately, one of our main problems is a lackluster
> collision/response system for the player. 
> Can ODE(+triCollider+OPCODE) provide a full
> solution to these issues and replace our core system?

This seems like the wrong way to go.  In an FPS, you generally want the
player's collision geometry to be a cylinder, so that they can always turn
in place.  You don't want realistic physics for the player, because that
would be too hard to control.  If you can help it, you don't want to
collide against the triangles used to render the environment, but against
some lower-poly approximation to it.  In general, for most of an FPS, you
want a physics system that is unrealistically simple, but easy to control
and/or tweak.  It's only for environmental effects that you want something
a little more realistic.  For example, take a look at the demo of the Half
Life 2 engine.  From my vague memory of it, the advanced physics stuff
wasn't used for the player interacting with the world, or even for the
interaction of the other characters and the world.

- Martin