[ODE] ODE source code changes

Geoff Carlton gcarlton at iinet.net.au
Fri Jul 29 08:24:37 MST 2005


Hi,
If you are interested, I've got my source code modifications to ODE up 
on my webpage http://www.hotboxgames.com.  It also has my newly released 
game that uses it, SkyTracks, so you can check out for yourself how the 
changes feel in the case of a physics vehicle on trimesh pieces.

Having said that, some of the improvements were done outside of ODE and 
hence has no source listed - things like merging contacts before calling 
the physics step function, for example.  The changes that I made to ODE 
are listed on the Development page on the website.

I'd be happy to answer any more specific queries about the source (or 
comments about the game!) once you have a look.

Cheers,
Geoff

Ekt wrote:

>hello geoff,
>sorry to bother you privately.
>in many mails you state you solved many problems i'm facing right now
>- normals calcultion on trimesh (tire bumps on flat terrain crossing edges)
>- trimesh triangle index returned in contect (for materials)
>
>i more or less solved the latter using the trimesh collision callback
>but is far from perfect since it gives 'potentially colliding tris', not
>only the colliding one
>(and btw the callback is bugged for spheres, but i found a patch that solved
>the problem from you!)
>
>so... any chance to see your local ODE copy? :)
>and if not (wich i understand perfectly) any advice for where to look and
>change inside ode?
>i'm specially interestad in the first point (normals on trimesh)
>
>thanks anyway
>ettore
>
>----- Original Message ----- 
>From: "Geoff Carlton" <gcarlton at iinet.net.au>
>To: "ode-list" <ode at q12.org>
>Sent: Saturday, July 09, 2005 3:54 AM
>Subject: Re: [ODE] Normal maps
>
>
>  
>
>>The first thing you'll want to do is ditch the current normal
>>calculations and use a normal calculated from the triangle itself.  This
>>has been mentioned a few times on the list already, but I don't know of
>>any particular patch that has been made up.  It is most obvious when
>>there is a flat trimesh - you end up getting all sorts of wierd contact
>>directions at the triangle boundaries, despite the overall shape of the
>>trimesh being a flat plane.
>>
>>Whether its a simple scheme of a fixed normal result per triangle,
>>interpolating between normal vectors stored on each vertex, or bump
>>mapping, anything at all beats the current setup.
>>
>>Geoff
>>
>>
>>    
>>
>
>
>  
>



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