[ODE] handling large forces
Megan Fox
shalinor at gmail.com
Tue Dec 7 09:02:31 MST 2004
This is in the FAQ. Floating point precision falls apart the further
you get from 0. So scale your forces and your masses to be closer to
the range 0->1.
-Megan Fox
On Tue, 7 Dec 2004 11:16:26 -0400, Graham Fyffe <gfyffe at gmail.com> wrote:
> Hi everyone. I'm having a really difficult time with the
> dBodyAddForce type functions and large forces. If I had large (100000
> N) random forces to a 2000 kg body, the simulator explodes. I assume
> this is some kind of numerical instability? The problem I'm having
> is, how can I manage my forces to keep things under wraps? There
> seems to be no clear range of acceptable forces... a solution that
> clamps forces to a maximum value seems highly unstable, since it also
> seems dependent on the current velocity, and the state of other bodies
> that might interact with it through joints.
>
> Has anyone had success in forcing dBodyAddForce to be stable? Thanks!
>
> - Graham Fyffe
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