[ODE] Number of Contacts

DjArcas djarcas at hotmail.com
Wed Jun 11 16:11:01 2003


const int N = 2;

dContact contact[N];

//Attached objects can't collide

b1 = dGeomGetBody(o1);

b2 = dGeomGetBody(o2);

if (b1 && b2 && dAreConnected (b1,b2))

{

return;

}

if (!o1) return;

if (!o2) return;

lNumCollisions = dCollide (o1,o2,N,&contact[0].geom,sizeof(dContact));



I've just tracked down an odd error here - if I have N at 1 contact, then
objects bounce off eachother faster than they hit. If I increase it to 2 (or
10), all works happily.



Am I right in thinking that more contacts = 'better' physics, but slower?
What's the ideal number to use?



Adam