[ODE] ODE source code changes

Ekt ekt at libero.it
Fri Jul 29 10:17:01 MST 2005


much appreciated geoff

(i just finished the read the 'operation genesis' postmortem, in the hope to
find a site link :)


----- Original Message ----- 
From: "Geoff Carlton" <gcarlton at iinet.net.au>
To: <ode at q12.org>
Sent: Friday, July 29, 2005 12:24 AM
Subject: Re: [ODE] ODE source code changes


> 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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