[ODE] PSCL implemented in Rocket
Jon Watte
hplus-ode at mindcontrol.org
Wed Jul 21 23:39:07 MST 2004
> split window view. To be quite honest, I gave up with ODE right away
> because it was so unstable it would stack overflow with just a one
> hundred block brick wall and I didn't have a lot of patience to deal
> with that nonsense when I had access to better and more stable physics
> engines.
To be quite honest, this was documented in the documentation for
dWorldStep(), with the suggestion that dWorldStepFast didn't suffer
from the problem :-)
These days, there's the preferred dWorldQuickStep(), which is more
stable than StepFast(), yet has the same linear growth in scope.
I'm running 100-box stacks using 32-bit floating point, and it stays
pretty stable (although I have to bump up the default body
hibernation parameters to get them to hibernate in that
configuration). This is with 100 steps/second; YMMV.
I'm writing this, because it feels like what you're saying is
"I had a problem and didn't have the time to delve into it deeper"
but what you're actually saying is "I claim ODE is unstable". There
is a BIG difference between the two statements, and I'd hope that
you're honest enough to be clear about what you mean, because other
people will read your comments with no context -- if you really
mean "ODE is unstable" then I have some counter-proof to offer ;-)
> virtual SHAPEGUID SHP_CreateShape(const char *name) = 0;
Stylistically, this is a member function, living inside a class,
living inside a name space (I hope?). Adding decorations on top
of the already sufficient scoping adds a little more clutter than
I'd think warranted.
Cheers,
/ h+
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