[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:
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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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