[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
course.

> 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
notes.

Jason



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