[ODE] High speed rigid body collisions
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Wed Jun 1 13:37:36 MST 2005
No, I was not talking about Havok. Havok is not a continuous-time
physics system. The work of Stephen Redon is continuous-time, as is some
internal engine work hinted at by some of the participants on various
game development mailing lists I read.
Havok is mostly discrete, time-stepped, much like ODE. They do, however,
have a very robust set of collision/contact primitives -- better
supported than ODE. I guess that's why they charge what they do for a
source license...
Cheers,
/ h+
Vast wrote:
> You are talking about havok, correct?
>
> Is there any way you could describe that system? Does it just run in a
> separate thread, and moves the object under question a really small
> distance, for the distance intended by speed, and checks collision
> throughout that time?
>
> I am sure that's a slow hack that can do the job... its just that
> collision detection has to be checked a lot, which might be slow =(
>
>
> What are your opions on that?
>
> Also, just a quick question, when you license havok, do you get the full
> source, or just an SDK??
>
> Regards,
> Tim
>
>
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