[ODE] more c++, auto-enabling
George Birbilis
birbilis at kagi.com
Fri Apr 23 04:06:00 MST 2004
btw, I was told by some teacher that uses Interactive Physics that they say
(Knowledge Revolution) that it uses a 5-order integrator instead of 1-order
as ODE says it uses in its docs.
IP is the same product as Working Model in fact
(http://www.workingmodel.com)
plus www.krev.com seems to take you to workingmodel.com (strange marketing
they have)
if you download the WM2D demo checkout the Script menu and select the script
it has to run all their demos, quite impressive
in fact the toolbar it has may give you some ideas for objects (apart from
Motors and Joints) that might be useful to add to ODE
the 3D version (Working Model 3D), must have evolved into Visual Nastran 4D
(http://www.workingmodel.com/vn4d/overview.html) - they say something about
a "FEA solver technology" there. Not sure what FEA means though. Their
downloadable samples (they have demo availalble too), have .wm3 file
extension, so indeed it must be the former Working Model 3D or something
evolved from it
goodnight from Greece,
George
-----
George Birbilis (birbilis at kagi.com)
http://www.kagi.com/birbilis
--------------
----- Original Message -----
From: "Matthew D. Hancher" <mdh at email.arc.nasa.gov>
To: "Russ Smith" <russ at q12.org>
Cc: <ode at q12.org>
Sent: Friday, April 23, 2004 12:24 AM
Subject: Re: [ODE] more c++, auto-enabling
> > live .. not having this behavior would raise all sorts of tricky
> > questions, like what happens to a live body when it is connected by a
> > joint to a dead body. if the dead body behaves as though it was a live
>
> Oh right, my brain was disengaged this morning. I was not thinking
> at all about what island-solving might look like with disabled bodies.
> Righty-o.
>
> Speaking of which, the core solver is the las bit of code I want to
> read and understand, as I try to finish coming up to speed on ODE.
> (Well, all the trimesh stuff too, but I'm not using that right now
> anyway.) I have a basic understanding of linear complementary
> problems, but I'd like to bone up a bit on the theory and numerical
> algorithms as I read the code. I've followed the obvious links
> online, which look reasonable and will do in a pinch, but does anybody
> have any suggestions of papers or books they've found to be
> particularly enlightening?
>
> Also, does anybody know what Newton Game Dynamics is really talking
> about when they mention their "deterministic solver, which is not
> based on traditional LCP or iterative methods"?
>
> mdh
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>
More information about the ODE
mailing list