[ODE] ODE in a FPS

Mark Wayland Mwayland at torus.com.au
Mon Sep 29 10:17:44 MST 2003


I'd be interested in how you handle steps if using ODE for a character (FPS or not).
A simple ray-cast out in front is obviously not sufficient. In any case, detecting
the collision is easy - how to determine if it is actually a step, or step-able?

Cheers,
Mark


> -----Original Message-----
> From: Vukasin Toroman [mailto:vtoroman at astaro.com]
> Sent: Sunday, 28 September 2003 8:45 AM
> To: ode at q12.org
> Subject: Re: [ODE] ODE in a FPS
> 
> 
> Don't use a cube/cylinder. They all have "flat" bases and 
> will not slide
> properly. You should use an "egg" or a "capsule" so that the 
> sliding is
> much nicer and it allows you a whole bunch of goodies like walking up
> the stairs etc.
> When moving a char always try to apply the force to the 
> char's physical
> representation rather than make the rep follow the char around. It
> shouldn't be too hard to translate speed into impulse. This way all
> collisions are done by ODE and you just pull the end result and assign
> it to your character.
> 
> Cheers,
> Vukasin
> 
> 
> On Sat, 2003-09-27 at 21:47, Dave Kerr wrote:
> > Hello,
> > 
> > I'm currently trying to use ODE for a first person shooter (Pulse,
> > http://gls-fps-3d.sourceforge.net)
> > 
> > Turns out that there are alot of problems with this.  Using 
> ODE for a simple
> > character is not the best choice.  I'd like to have a 
> character that does
> > not fall over, that can turn and move around, represented 
> by a cube or
> > cylinder.  I've tried calling SetQuaternion(0,0,0,0) on my 
> player body every
> > round, which acheives this effect, but causes problems with 
> ground friction
> > depending on the direction of movement (sliding, wont move, 
> etc).  Is there
> > a public solution to this problem?
> > 
> > I've been contemplating another approach: build a simple 
> physics system
> > (position + velocity) to control the characters, and tie it 
> into ODE.  To do
> > this, I would have an ODE body's position+velocity 
> constantly mapped to the
> > characters position+velocity.  As this object moved thru 
> the ODE space it
> > would collide with other objects.  Some forces could be 
> mapped back to the
> > character physics system.
> > Any thoughts on this approach?
> > 
> > cheers,
> > 
> > Dave
> > 
> > 
> > 
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