[ODE] Terrain collision.

Sergey Beloshitsky sergey at rostok-games.com.ua
Tue Jan 25 12:32:13 MST 2005


Geoff Carlton wrote:

> I adapted ode to have a massive, dynamically loading world. I broke it 
> into squares of about 2000x2000m each. Each square had its own trimesh 
> geom, as well as all the entities in that region.

Other objects that may collide with terrain are also TriMeshes or they 
are of embedded types(box/ccylinder/sphere)?

>
> Also, each region had its own units, with the origin at the square's 
> centre. This technique could be used for pretty much any sized world. 
> Collisions across boundaries were done by translating the target 
> object into the new square's space (e.g. teleporting it 2000 units 
> away, testing, then teleporting 2000 units back) - that aspect needed 
> a bit more work to get correct results, so there were glitches going 
> across square boundaries.
> The hard part is really not ode, its the rest of the game. Once you've 
> got the proper partioning framework (plus network code etc), plugging 
> ode in shouldn't be too bad.
>
> Geoff
>
>
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> .
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