[ODE] Implementing ODE
shalinor at gmail.com
Tue Apr 5 01:00:32 MST 2005
You don't need to use drawstuff. At all. It is entirely optional,
and there only for the physical demo crowd that doesn't want to bother
integrating ODE with another graphics engine before running tests (I
suppose it could be handy for certain sorts of testing as well).
Ignore the drawstuff code, just look at the physics code, and read the
FAQ. Also look at test_hinge.cpp... it's an extremely simple demo.
On Apr 5, 2005 12:45 AM, Vast <vasko.tim at gmail.com> wrote:
> Hey, I've been staring at ODE for a looong time, and still can't
> properly implement it. What confuses me to no limit is that strange
> drawstuff thing... library.
> So I am asking if anyone could send me a simple demonstration of how
> it is done, or explain it to me, please?
> I am sure this question has been asked before, I just never saw any
> answers to it.
> Right now I am using BSP trees for my space partitioning, would it be
> smart to use bsp brushes to check for collision detection? How hard
> would it be to implement?
> Also, the exact thing that confuses me a lot, in drawstuff, or ode
> itself, is the dGeom or something like that. WHat if i have my own
> ways of managing polygons, without using the default geom structure.
> Basically, you can tell that I am really confused, and i would
> greately appreciate if anyone could give me a clear explanation on how
> to get started (besides from this):
> world = dWorldCreate();
> space = dHashSpaceCreate(0);
> dWorldSetGravity(world, 0, -9.8f, 0);
> dWorldSetCFM(world, 1e-5); // 1*10^-5
> dWorldSetAutoDisableFlag(world, 1);
> dWorldSetContactMaxCorrectingVel(world, 0.01);
> dWorldSetContactSurfaceLayer(world, 0.001);
> THank you, and I really hope someone could help me out here!
> Thank you!
> ODE mailing list
> ODE at q12.org
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