[ODE] SIGSEGV in dSolveLCP() at ode/src/lcp.cpp:1137
Michael Lacher
michael.lacher at hlw.co.at
Fri Feb 13 13:28:53 MST 2004
Adam D. Moss wrote:
> The fixed block would still have to be apportioned to those who
> want it -- the 'solving' process is a noodle soup of little
> subsolvers who all (justifiably) really dig ALLOCA. Really you're
> probably going to struggle to come up with a more attractive and
> fast paradigm (alloca() just comes down to moving the stack pointer,
> and cleanup is both implicit and 'free') -- alloca() rocks, but it's
> also not really a standard and it's simply dangerous (no easy
> accounting and no reliable failure mode) when you might
> potentially want to allocate a LOT of data, which many uses
> of ODE do.
>
> --Adam
I agree that alloca is fast and suited to the task, but as I am using
ODE for game development I would actually prefer a method that is safer
and more controllable (ie: max memory usage) even if i have to limit the
size of the LCP matrix (which is easy in games because you can better
control the possible number of contacts/joints to solve at any given time).
I have to say though, that so far I didn't run into problems with stack
overflows, even on windows, except when doing really "stupid" things
like failing to initialize object positions before activating physics
(when the whole scene is located at the origin you get *lots* of
contacts :) )
mucki
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