[ODE] Ragdoll performance with OpenDE
Noley Edge
noleyedge at yahoo.com
Wed Jan 14 07:38:17 MST 2004
Hmmm....Martin what a grand title!!! I have a very
close friend who has the same name.
Yes,I called setAnchor with the world coordinates of
the connection point between the two bodies as the
location.
I have also set hi and lo stop parameters as well as
global and hinge erp and cfm values. Doing this has
helped, but I stil have the problem of the joints
coming apart.
--- "Martin C. Martin" <martin at metahuman.org> wrote:
> Did you call setLocation() on the joints? Did you
> remember that their
> location is in world coordinates, not relative to
> the bodies?
>
> - Martin
>
> Noley Edge wrote:
>
> > I am attempting to do something similar and have
> run
> > into problems that I have posted here previously.
> I
> > have defined joints - hinge and ball type. My
> ragdolls
> > collapse to the ground when the simulation begins.
>
> > Also, when my ragdoll collidies with anything the
> > geomtries come apart and are jetisoned off to
> > neverland. I can't seem to keep the "ball in the
> > socket" or the hinges "together". Very
> frustrating.
> >
> > Can you give me some examples of the parameters
> that
> > you defined for your joints (axis, anchor, erp,
> > cfm,lowstop, histop, etc.)?
> >
> > Are all of the geometries for a ragdoll in a
> single
> > space? Single joint group?
> >
> > Do you have to do anything manually to maintain
> the
> > joints after collision?
> >
> >
> > Any help is greatly appreciated.
> >
> >
> > --Noley
> >
> >
> >
>
------------------------------------------------------
> >
> > Date: Tue, 13 Jan 2004 12:10:31 +0500
> > From: "Mohsin Hasan" <mohsin.hasan at trivor.com>
> > Subject: [ODE] Ragdoll performance with OpenDE
> > To: <ode at q12.org>
> > Message-ID:
> > <008201c3d9a4$54df7360$6a01c80a at trivor.com>
> > Content-Type: text/plain; charset="US-ASCII"
> >
> > Hi,
> >
> > I'm new to OpenDE. I've done some work with
> Tokamak
> > but I really like
> > the
> > feature set offered by ODE so I thought of
> switching
> > to ODE. I tried to
> > implement a Ragdoll demo with ODE with 10 Bones (9
> > joints). The demo
> > seems
> > to work fine. The only issue I have is
> performance. I
> > mean I create 5
> > Ragdolls and the performance of the simulation
> starts
> > to stall. I
> > haven't
> > done anything fancy yet, just added simple hinge
> > joints. ODE is built
> > in
> > single precision mode, MAX_CONTACT points for
> > collision is only 3 and I
> > am
> > using dWorldStepFast1 method with only 8
> iterations to
> > get extra bit of
> > speed but nothing seems to help. On the other hand
> my
> > Tokamak demo can
> > easily manage 40 Ragdolls (same configuration)
> without
> > any major
> > hiccups.
> >
> > My question is. Is ODE not suitable to implement
> > Ragdoll or commercial
> > quality game physics yet due to speed constraints?
> Is
> > there anything
> > being
> > done to increase the performance? I know there are
> a
> > few experimental
> > functions to auto disable bodies like in Tokamak
> but
> > this will only
> > help
> > once a body is in a resting state. If most of the
> > objects (Ragdolls)
> > are
> > moving (falling) speed is just unbearably slow.
> >
> > Regards,
> > Mohsin
> >
> >
> > -----------------
> >
> >
> >
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