[ODE] Ship simulation

Jean de Largentaye jlargentaye at gmail.com
Wed Apr 19 05:26:52 MST 2006


Maybe this buoyancy tutorial could help you:
http://www.cambrianlabs.com/Mattias/DelphiODE/BuoyancyParticles.asp

The associated code is in Delphi, but I expect it can help you nevertheless...
/me takes note to bring it into the wiki

John

On 4/19/06, Nikita Buida <nikita.buida at gmail.com> wrote:
> Hi, ODE community!
>
>         I'm planning to make a ship simulation using ODE. There should not be
> too much precision and main criterion is natural ship movement.
>
>         The idea is to approximate body of water surrounding ship with dynamic
> water 'boxes'. Ship's hull is approximated too with some simple
> shapes... spheres/boxes. Then all water geoms are placed in separate
> space so they don't collide with each other. The last step is to assign
> proper contact joints parameters such that water washes the ship
> 'softly' but applies contact forces to simulate ship movement. I guess
> some simple hydrodynamics model could be added with this approach.
>
>         The other idea is to perform collision detection of ship's hull/water
> body and to apply corresponding Archimedean forces... Everything
> without contact joints at all.
>
>         I already have some experience with ODE but I'd surely like to
> hear your opinions! Maybe somebody already tried something similar? I'd
> be thankful for any advice :)
>
> Cheers!
>
> Nikita Buida
>
>
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