[ODE] An OpenSource ODE Solver implementation
Mike Wuetherick
mike at gekidodesigns.com
Fri Apr 29 16:33:25 MST 2005
Is not ODE supposed to be a cross-platform implementation?
reliance on ANY dll's is surprising to hear of - we are evaluating ODE
for our cross-platform middleware package and i would be interested in
hearing of any other cross-platform 'issues' like this that we may run into.
mike w
gdgi
Jon Watte wrote:
>>Does everyone compile custom versions of ode.lib if they
>>don't want user32.dll to be involved or is there some make file
>>configuration that'll skip this dependancy?
>
>
> For 99.9% of all software, a dependency on user32.dll just
> isn't a problem. I'm quite surprised that this would be a problem
> for your 3D software package -- which package is it?
>
>
>>initialization; so - what are the slowest functions? the dWorldCreate()?
>>the dHashSpaceCreate()? or is it defining the objects which is slow? It
>
>
> Defining the objects is slow. Updating the objects isn't as slow.
> Collission has the potential of being very slow, and the solver itself
> might take some CPU.
>
> I would keep the objects around, and update them each step, rather than
> re-creating from scratch. If you notice there are new objects, or some
> objects have gone away since last time, then apply that delta to your
> scene. Also, if objects move, then you have the choice of trying to
> move them yourself, or using forces to try and make the objects go where
> they were moved to.
>
> Cheers,
>
> / h+
>
>
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