[ODE] How to Avoid Walls when using 4 spheres and box for a Car
Mohsin Hasan
mohsin.hasan at trivor.com
Fri Sep 16 15:00:11 MST 2005
Someone posted demos of ode with Bullet collision detection primitives.
Their demos look nice though feel a little slow sometime. They have non
capped cylinder and convex mesh primitives both of which can be used for
this with acceptable results. Maybe you can try it. The link to the bullet
demos is
http://www.continuousphysics.com/Bullet/
Regards,
Mohsin
-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of John
Donovan
Sent: Friday, September 16, 2005 2:34 PM
To: ode at q12.org
Subject: [ODE] How to Avoid Walls when using 4 spheres and box for a Car
Yes, I had similar problems in a little simulation I did. I got the car
to skid and turn over nicely, but the wheel sphereskept it propped up on
its side in a most unnatural looking angle.
I presume there's a good reason why people don't use cylinders for
wheels; anyone care to explain why? Also what about creating a torus
collision geom? That would reflect the shape of a wheel quite nicely.
Are intersection tests with torii fairly straightforward, or (as I
suspect) quite complicated?
-J
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On
> Behalf Of kurimail
> Sent: 15 September 2005 23:49
> To: ode at q12.org
> Subject: [SPAM HCP] - [ODE] How to Avoid Walls when using 4
> spheres and box for a Car - Email found in subject
>
>
> Sorry for the long topic name, but that is my question...
>
> When i use 4 spheres for the car and i get near to a wall the
> car goes up
> trying to climb the wall. Is there any way to avoid this?
>
> I know that a possible solution could be to make the box for the car
> bigger than it is, but i don't want to use this because then the car
> collides with nothing (space between the wall and the real body car).
>
> any help please?
>
> Thanks in advance!
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