[ODE] Another question -- this time about enabled/disabled bodies.
shalinor at gmail.com
Mon Jan 24 10:26:06 MST 2005
Typically, I depend on the collision callback to tell me what bodies
are interacting at any one time. Every time a collision pair is
verified, each entity gets a chance to deal with that collision as
they see fit... some queue sound effects, some play animations, some
apply a counter-force, etc.
So, for me, my list of active bodies is "whatever bodies/geoms the
collision callback spits at me that I can verify are interacting in
> As far as I can tell there is no provision in ODE for automatically
> walking on all enabled bodies. This is somewhat inconvenient, because
> I should create my own structure for enabled bodies tracking in
> parallel with one in ODE. But this structure is a must when you
> have, say 200-500 bodies (forrest or village) and only five of them
> are interacting right now.
> How anyone solve problems like this?
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