[ODE] Easy Newbie Question

DjArcas djarcas at hotmail.com
Fri Jan 30 09:58:38 MST 2004


Speed is of the essence, generally speaking, and in a game engine, all you
generally get back is the largest collision impulse of the object.

I also don't know of an audio code who has done it any other way - but if
there is another way, I'm very interested.

----- Original Message ----- 
From: "Manohar B.S" <sciphilog at yahoo.com>
To: <ode at q12.org>
Cc: "DjArcas" <djarcas at hotmail.com>
Sent: Friday, January 30, 2004 3:33 AM
Subject: Re: [ODE] Easy Newbie Question


>
> Don't you think these are not very elegant techniques
> which works some times and not other times. using
> AND... OR makes the the system piece wise and puts it
> away from naturality. Although I dont have a solution
> to the problem right now, I think there's a lot of
> scope for development of a rugged algorithms/software
> to sync collisions and sound events.
>
>  --Manohar
>
> --- DjArcas <djarcas at hotmail.com> wrote:
> > oh, in ode, uhm *thinks*
> >
> > Correct me if I'm wrong, but I think you want
> > collision depth... you may
> > well want to multiply that by the mass of the bodies
> > involved tho.
> >
> > I usually define collision impulse as 'the total
> > amount of force added to
> > the body this frame'
> >
> > ----- Original Message ----- 
> > From: <coberr at scottsdaleins.com>
> > To: "DjArcas" <djarcas at hotmail.com>
> > Cc: <coberr at scottsdaleins.com>; <ode at q12.org>
> > Sent: Thursday, January 29, 2004 8:38 AM
> > Subject: Re: [ODE] Easy Newbie Question
> >
> >
> > >
> > > Thank you for your response -
> > >
> > > It helped me alot, but now I have one more
> > question:
> > >
> > > How do I calculate the CollisionImpulse?  I can
> > see how to get the
> > velocity
> > > and mass of both bodies, and the position,normal,
> > and depth of the contact
> > > points.
> > >
> > > I assume the CollisionImpulse is related to these
> > quantities, but I am
> > > still at a loss ....
> > >
> > >
> > > Thanks again for any help or guidance, I really
> > appreciate it
> > > Bob
> > >
> > >
> > >
> > >
> > >
> > >
> > >                           "DjArcas"
> > >                           <djarcas at hotmail.com>
> > To:   <ode at q12.org>;
> > <coberr at scottsdaleins.com>
> > >
> > cc:
> > >
> > bcc:
> > >
> > Subject:
> > Re:
> > >
> > [ODE] Easy Newbie
> > Question
> > >                           01/29/2004 10:06 AM
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > ----- Original Message -----
> > > From: <coberr at scottsdaleins.com>
> > > To: <ode at q12.org>
> > > Sent: Wednesday, January 28, 2004 2:38 PM
> > > Subject: [ODE] Easy Newbie Question
> > >
> > >
> > > >
> > > > I have just started using ODE a little bit ago -
> > and I think it is
> > > > fantastic!
> > > >
> > > > However, I have a simple question:
> > > >
> > > > In my application, I want to play a sound when
> > two objects collide.  In
> > > > this case, there are shapes bouncing on a plane.
> > > >
> > > > Initially,  I have tried to play a sound
> > everytime there is a collision.
> > > > Specifically, I play a sound if dCollide()
> > returns any contact points at
> > > > all.  dCollide() is called from a callback
> > registered with
> > > dSpaceCollide().
> > > >
> > > > The problem is that the sound is being played
> > much too frequently -
> > > > obviously many contact points are created within
> > any given small
> > > timeframe.
> > > >
> > > > The solution I am considering is to only play a
> > sound if there is a
> > > > collision AND a certain amount of time has
> > elapsed.
> > > >
> > > > My question is whether this is the best
> > approach.
> > > >
> > >
> > > Well, that's how I did it on Gumball Rally, Rally
> > Fusion, MotoGP,
> > > Burnout2... :-)
> > >
> > > The only thing you want to add to that is AND
> > CollisionImpulse < minimum
> > > collision impulse.
> > >
> > > A slightly more elegant system is to say 'if there
> > is a collision and a
> > > certain amount of time has elapsed and it's above
> > the threshhold OR there
> > > is
> > > a collision and it's impulse is above the
> > threshold AND it's more than a
> > > certain amount above the last time AND the time
> > hasn't elapsed yet' - that
> > > stops you missing out a huge impact just because
> > there was a tiny one a
> > > fraction of a second earlier.
> > >
> > >
> > >
> > >
> > >
> > > _______________________________________________
> > > ODE mailing list
> > > ODE at q12.org
> > > http://q12.org/mailman/listinfo/ode
> > >
> > _______________________________________________
> > ODE mailing list
> > ODE at q12.org
> > http://q12.org/mailman/listinfo/ode
>
>
> __________________________________
> Do you Yahoo!?
> Yahoo! SiteBuilder - Free web site building tool. Try it!
> http://webhosting.yahoo.com/ps/sb/
>


More information about the ODE mailing list