[ODE] ODE and geom scales

Flavien Brebion f.brebion at vrcontext.com
Fri Dec 17 10:03:14 MST 2004


I like the idea of the hovering CCylinder, but how does that work with 
gravity ?

If you apply a vertical force up to make the CCylinder hover, gravity 
will be disabled. Doesn't
that lead to strange behaviors ?

F. Brebion


Megan Fox wrote:

>The trouble I had with the stairs-as-ramps approach was that then,
>boxes and ragdolls falling down the stairs were terribly inconsistent,
>and even spheres looked a little strange.
>
>
>Thus, I use "real" stairs and the hovering CCylinder.  However, do be
>aware that this creates a very specific point of contact below the
>feet - one minute you're standing on a ledge, the next you're sliding
>off of it.
>
>I'm not yet decided on whether or not this is "ok", though a possible
>solution would be to simply cast a few more rays in addition to the
>central ray.  You could still, technically, have geometry that could
>slip between the rays, but most games aren't going to have geometry
>that small anyways.
>
>-Megan Fox
>  
>


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