[ODE] Ragdoll performance with OpenDE

Noley Edge noleyedge at yahoo.com
Wed Jan 14 12:15:47 MST 2004


Mohsin,

I removed the JointGroup parameter from my call to
createJoint. However, no signifigant changes.

Thanks,

Noley
--- Mohsin Hasan <mohsin.hasan at trivor.com> wrote:
> Noley,
> 
> Exactly this happened to me when I started my
> simulation. In my case it was
> a wrong parameter to the function dJointCreate* that
> was causing the
> problem.
> 
> I was passing the collision space to the function
> (as shown below) and it
> was causing my joints to collapse
> 
> dJointCreateHinge (world.id(), collisionSpace);
> 
> Replacing the above call with 
> 
> dJointCreateHinge (world.id(), 0);
> 
> solved the issue though I am still unclear why it is
> the case. I will try to
> look into this once I have some time.
> 
> Let me know if this fixed your problem.
> 
> Regards,
> Mohsin
> 
> -----Original Message-----
> From: ode-bounces at q12.org
> [mailto:ode-bounces at q12.org] On Behalf Of Noley
> Edge
> Sent: Tuesday, January 13, 2004 10:31 PM
> To: ode at q12.org
> Subject: Re: [ODE] Ragdoll performance with OpenDE
> 
> 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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