[ODE] PosR - a better way?
Jon Watte
hplus-ode at mindcontrol.org
Thu Nov 11 15:56:51 MST 2004
> 2) This would be doubly useful for triangle mesh objects. I could make one
> mesh object of a tree, and 5 geom transforms all that pointed at it. That
> would probably save a lot of memory in certain scenes.
You can have multiple triangle geoms that all reference the same
triangle data. I do that; it works fine; it cuts down most of the
memory usage.
> 3) It would be really nice to be able to scale an object in a geom transform.
> For example, I use a lot of rocks in my game as scenery. Sometimes they are
> boulders, sometimes just rocks. I use the same set of rocks over and over, and
> just scale them as needed. The same rock that is a boulder, might be scaled
> down and thrown by the player at an orc.
With scaling, precision issues get nastier, and translating all the
appropriate angular momentums and impulses gets more exciting,
especially when they go into the actual LCP solver. Not impossible,
I think, but certainly harder.
Cheers,
/ h+
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