[ODE] Silly theoretical question
Chris Gregan
chris at torcinteractive.com
Fri Feb 25 11:43:44 MST 2005
Havok seem to have developed something similar as well, to be released
at GDC.
http://www.gamesindustry.biz/press_release.php?aid=6968
From the article:
"Havok Physics 3 - Extends Havok Physics, critically acclaimed for its
recent use many of the industry's top selling video games including
Bungie's Halo 2 and Valve's Half-Life 2. Havok Physics 3 introduces
Continuous Physics, an innovation that dramatically reduces game
production time by eliminating "bullet-through-paper" problems that stem
from high-velocity game objects."
Erin Catto wrote:
>Does anyone know if True Axis handles swept rotations too? I'm guessing that
>the full Redon style of interval arithmetic is very slow.
>
>Erin
>
>-----Original Message-----
>From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of Serguey
>Zefirov
>Sent: Thursday, February 24, 2005 2:03 PM
>To: ode at q12.org
>Subject: Re[2]: [ODE] Silly theoretical question
>
>
>
>>Have you seen Redon's work? He uses a continuous time simulation where
>>collision detection is based on translation AND rotation, and he finds
>>the exact time of intersection (including for triangle meshes). It's
>>fairly computationally expensive, but could probably show up in a game
>>any year now.
>>
>>
>
>As seen on flipcode.com:
>--------------
>True Axis Physics SDK 1:25PM (0 Comments)
>
>True Axis announced the recent release of the True Axis Physics SDK. Here's
>the buzz:
> The True Axis Physics SDK is a new fast and solid physics engine
>featuring full swept collision testing making it ideal for games that rely
>on fast paced action. Demos of the SDK in action and a free non-commercial
>license are available for download.
>For more information, visit here.
>--------------
>"here" is http://trueaxis.com/ (I'm not affiliated in any way)
>
>The stuff about Redon's work is more complicated than it seems to be.
>For example, it seem to me now that it needs special kind of "stable
>on variable timesteps" integrator. Also, I think, not every kind of
>motion could be represented by so-called "screw motion."
>
>And, again in my opinion, it is more for robotics than for games.
>
>But Redon's ideas are great source of inspiration. ;)
>
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