[ODE] air/water friction

Tedd Streibel tedd at nlgames.com
Tue May 24 10:01:16 MST 2005


The air resistance force is proportional to the velocity squared, although
for a game environment I have found that using a force proportional to the
velocity (not squared) "feels" better.


-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
Patrick Enoch
Sent: Tuesday, May 24, 2005 4:50 AM
To: ode at q12.org
Subject: Re: [ODE] air/water friction


You can do that by hand before calling worldStep.
calculate the drag and apply it at the center of the surface.
havent done it for spheres and cylinders. i guess there is a "closed
formula" for these primitives,
especially for spheres. Anyone, anyone?

-Patrick

On 24. May 2005, at 7:39 Uhr, david ong wrote:

> does ode simulate gas or liquid friction ?
>
> if not which other competing physics/collision
> detection engine does?

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