[ODE] Step fast issue?

DjArcas djarcas at hotmail.com
Mon Mar 1 17:00:28 MST 2004


I haven't managed to make any difference to this so far. I'm going to
attempt to change the balljoints to hinge joints tonight, to see if that
helps.

Still no suggestions?

Adam

----- Original Message ----- 
From: "DjArcas" <DjArcas at hotmail.com>
To: <ode at q12.org>
Sent: Sunday, February 29, 2004 9:49 AM
Subject: [ODE] Step fast issue?


> I've been using with normal Step for a while now, and I've just gone
across
> to stepfast. Generally speaking, it's briliant, fantastically fast.
>
> However, I seem to have run into a situation where the physics simulation
> just breaks when using step fast.
>
> I have a box, with another box attached to it, and a sphere attached to
that
> box, like this:
>
> ||||||
>   |
>   |
>  O
>
> They are attached using ball joints, in a Thrust sort of a style. I am
then
> using the Plane2d joint on these.
>
> If the sphere collides with another object, I create a ball joint between
> the sphere and the collided object - allowing the 'ship' to carry objects
> around.
>
> This works perfectly with dWorldStep, but if I use dWorldStepFast1, what
> happens is that the sphere detaches, and sits half way between the cable
and
> the attached object. The attached object doesn't move. I've tried
iterations
> all the way up to 360 with no success.
>
> If I comment out dWorldStepFast1 and uncomment dWorldStep, it works
> perfectly.
>
> Ideas? (I'm totally stumped! :)
>
> Thanks in advance,
>
> Adam
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