[ODE] An OpenSource ODE Solver implementation

jason iversen jiversen at d2.com
Fri Apr 29 16:48:08 MST 2005



Mike Wuetherick wrote:

> 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.

Oh I don't think this is problem. This is wrapped in ifdefs and it's 
only for a little message window due to Windows' lack of a console. It 
compiled and linked on Linux with nary a squeak.

>
> 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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>>
>>
>>
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-- 
jason iversen
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  technical director

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