[ODE] ODE and geom scales
Jon Watte
hplus-ode at mindcontrol.org
Thu Dec 16 14:20:07 MST 2004
Most games turn stairs that look stair-stepped visually into
sliding ramps for the collision geometry -- because you typically
need 10x the density of polygons for visuals as you do for
collision.
Another option is to use a ccylinder that hovers some distance
over the ground using a forward-looking force and a ray cast to
the ground at the "feet". Each step, you'd cast a ray, and add a
force that's dependent on your current distance to ground, as well
as your current velocity in the up/down direction.
Cheers,
/ h+
-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
Flavien Brebion
Sent: Thursday, December 16, 2004 7:38 AM
To: ode at q12.org
Subject: [ODE] ODE and geom scales
Hey,
I'm trying to simulate a human body by using a capped cylinder. This
works well except
for staircases vs small corridors. Let me explain:
A capped cylinder is composed of 3 parts: a cylinder, with a given
radius and height,
and two half-spheres at the top and the bottom, with the same radius. My
cylinder's
orientation is always set to vertical.
In order to be able to slide along the stairs of a staircase, the radius
must be high
enough. Unfortunately this value is then too high for the character to
pass in small
corridors or between close objects.
If i decrease the radius of the cylinder, the character can then walk
between close
objects, but can no longer walk upstairs, because the height difference
between two
steps is too high - it can no longer slide.
The obvious solution is to use a non-uniformly scaled ccylinder, but i
didn't see any
function to do this in ODE. Does anybody have a solution ?
F. Brebion
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