[ODE] takomak vs. ODE.. interesting to know

Jeff Weber jeffreyweber at hotmail.com
Fri Jun 27 07:56:03 2003


couple questions...

What does takomak cost?

How is it for simulating vehicles?

The info is a bit sparse on there site.

-jeff


----Original Message Follows----
From: "matt herb" <punkouter@hotmail.com>
To: ode@q12.org
Subject: [ODE] takomak vs. ODE.. interesting to know
Date: Fri, 27 Jun 2003 13:48:43 +0000

Posted: Fri Jun 27, 2003 1:36 pm    Post subject:

--------------------------------------------------------------------------------

I've made heavy use of both ode and tokamak in one of our prototypes for 
xbox...

tokamak is comparable to ode when solving with ode's user-made faststep 
implementation, the iterative solver...without it, ode is accurate but 
impossibly slow for use in games...and the accuracy difference is not 
noticable att all anyway(using appropriate amount of iterations offcourse)..

*ode pros:
has spaces(simple or hashtable), that can also contain other spaces 
hierarchically.
easy to extend with your own geoms, or use another collision detection 
engine(like opcode).
alot more joint types than tokamak

*tokamak pros:
bodys go into resting state automatically(get disabled/enabled). in ode you 
have to do this by yourself...
easy to use..
has a great sample of ragdolls, with joints and bodys setup, that you can 
make use of...neat to have when you not have the physics-setup tools that 
come with havok...
it's a bit faster, probably due to better collision detection...
joints seem more stable than in ode

lot more to say, but hey, who's got time...

---------------
Rikard Herlitz - Idol FX
www.idolfx.se




http://www.badwedding.com for music
http://www.punkouter.com for software

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