[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
>
>
> -----------------
>
>
>
> __________________________________
> Do you Yahoo!?
> Yahoo! Hotjobs: Enter the "Signing Bonus"
> Sweepstakes
> http://hotjobs.sweepstakes.yahoo.com/signingbonus
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>
__________________________________
Do you Yahoo!?
Yahoo! Hotjobs: Enter the "Signing Bonus" Sweepstakes
http://hotjobs.sweepstakes.yahoo.com/signingbonus
More information about the ODE
mailing list