[ODE] Trimesh preprocessing
nearaz at interamotion.com
Mon Jun 7 10:50:45 MST 2004
> Just so I don't overlap work with anyone, I though I'd mention that
> working on adding trimesh preprocessing, as detailed in the "Fast
> Contact Reduction for Dynamics Simulation" of Game Programming Gems 4.
> Basically it's just marking all the interior and concave edges as
> ignorable (and their vertices).
Cool! The same idea I had a while ago.
> It requires 6 extra bytes of memory for each triangle (I'm using 8 for
> now to make it simpler). It would be fairly easy to make it optional,
> if some people don't want it. I'm doing this for work, so it should
> hopefully be done soon. I'll submit a patch when I'm sure it's
Aras Pranckevicius aka NeARAZ
More information about the ODE