[ODE] Worst Case Scenario
Geoff Carlton
gcarlton at iinet.net.au
Tue Feb 8 09:17:57 MST 2005
I do exactly that, but then its a crazy micromachines type game where
the objects die when crushed and when they fall off anyway.
In general, I found exploding almost always happens due to conflicting
contacts. Particularly the edges of triangles would catch the bodies
and with a few pointing in different directions the object would trip
up, which looks odd even if it doesn't explode. In my case I stored all
contacts for the object and then sorted through them, averaging or
eliminating some of them (in my case, I had lots of separate trimesh
geoms, so the bits of code inside ODE to sort through duplicates on a
geom-geom basis didn't help much).
You could always store a duplicate set of {pos,lvel,avel} and poke them
into any body that acts up.. Might work, who knows? :-)
Geoff
mucki wrote:
> Hi!
>
> I am using ODE in our 3d engine for physics, and I have already
> added some code to improve overall stability (like linear and angular
> dampening to improve auto-disable or contact count limits). But still
> it might happen that ODE simulations explode. The question I have is:
> What do you do in your games when ODE explodes ? When only secondary
> actors are affected, then it is possible to just remove them from the
> scene, or fake something, but what if the main actor explodes ? You
> cannot remove a race car from the game, just because the collision
> with an obstacle resulted in explosion :)
>
> mucki
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