[ODE] Should trimeshes react to physics?
Keith Wiley
kwiley at cs.unm.edu
Wed Dec 14 08:21:48 MST 2005
On Dec 12, 2005, at 11:18 AM, Jon Watte (ODE) wrote:
>
>> the terrain. For the most part it works really well, but
>> occasionally one of the blocks suddenly explodes upward with great
>
> You need two things:
>
> 1) Use the auto-disable, and make sure your blocks-at-rest actually
> go to disable. Most engines have pretty aggressive defaults for
> these values to improve stability; ODE has pretty conservative
> defaults so you may have to change them.
I am disabling the blocks based on their velocity, but I don't know
if it is "auto-disable". I am using code similar to the original
bricks and canon example, which I believe it "manual disable", since
the decision about disabling is handled by the simulation instead of
within ODE's internals.
> 2) Use a fixed time step, if you aren't already. http://
> www.mindcontrol.org/~hplus/graphics/game_loop.html
I think I do already. I just call Quckstep. I'll check that link out.
> You possibly need a third thing:
>
> 3) Make sure you allow at least 12 contacts between trimeshes and
> geoms, if your geoms happen to be sitting in a crossing of 6
> different triangles (such as at a vertex in a typical heightfield).
I'll check into this. Thanks.
________________________________________________________________________
Keith Wiley kwiley at cs.unm.edu http://www.unm.edu/~keithw
"And what if we picked the wrong religion? Every week, we're just
making God madder and madder!"
-- Homer Simpson
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