[ODE] Bending wheel axes and trimesh collision culling

J. Perkins starkos at gmail.com
Fri Oct 21 08:02:43 MST 2005

On 10/21/05, johgor-0 at student.ltu.se <johgor-0 at student.ltu.se> wrote:
> I've been using ODE for about 6 months and am currently working on a network
> racing game, but come across the bending axis problem with jointHinge2 which
> is well known. [...]  How do
> people solve this issue?

There is quite a bit of discussion of this in the archive, search for
"carworld". In my case, I model the wheels and suspension myself, only
using a rigid body for the chassis. This way is a lot more work of

> I also have a question about how I should hand ODE my trimeshes? Does ODE
> optimize collisions with meshes automatically or should I divide the mesh in
> smaller segments and create a bunch of geoms instead of just one large?

OPCODE will build an AABB tree around your entire mesh; so keep your
chunks as large as possible.

Out of curiosity, have you started working on the networking yet? I'm
just starting that myself now and would be interested in comparing


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