[ODE] Re: ODE on multiplayer games

Alen Ladavac alenl-ml at croteam.com
Fri Mar 25 18:23:42 MST 2005


> > gradually, what's to stop the case where you update box A (but not box
> > B), where box A's updated position interpenetrates with box B's local
> > position, causing a local physics explosion, then you update box B,
>
> You know the position and velocity of box A at the time of the update.
> You can, if you want to, make it immune to other interactions for a brief
> while after getting the update. Especially if you know objects are at
> rest (disabled) on the server, you can make that quite sticky in the
> distribution, so if it interpenetrates with B, B will go flying, but not
> A.

IMO, velocity used to resolve interpenetration in the contact joint should
be clamped to some reasonable velocity (like 1m/s) in general. This keeps
explosions caused by interpenetration to minimum, in this case and in
various others.

JMTC,
Alen





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