[ODE] Ways to contribute brainpower to ODE? (Higher order integrator?)

Jaroslav Sinecky sinecky at telefonica.net
Sun Apr 23 08:03:01 MST 2006


Yes, for convex hull there is already Bullet library implementing GJK 
and the new implementation by Rodrigo. I tried the Bullet-ODE 
integration couple months ago, and it worked, but my frame rates dropped 
deep deep bellow interactive. I don't know if it got any better since 
(Erwin?)
At the end, my impression was that costume collision code for each 
primitive pair will probably always beat general convex hull algorithms 
in terms of performance. Or am I wrong?

Jaroslav

Rodrigo Hernandez wrote:
> Remember!
>
> Most (if not all) of the Grunt work for Convex Hulls is already there!
>
> Cheers!
>
> STenyaK (Bruno Gonzalez) wrote:
>
>   
>> On Fri, 21 Apr 2006 22:40:49 +0200, Megan Fox <shalinor at gmail.com> wrote:
>>
>>  
>>
>>     
>>> Granted, convex hulls != trimesh, but a collection of convex hulls can
>>> be used to approximate with fair accuracy most of the solid geometry
>>> for which you'd want trimeshes.  No hula hoops, but I can't think of
>>> the last time hula hoops were a critical component of a game's
>>> physical representation ;)
>>>    
>>>
>>>       
>> Car tires! :) Nah, people usually use their custom collision functions,  
>> usually based on raycasts, so no problem there.
>> I too think convex hull collisions would be a *great* addition to ODE too.
>>
>>  
>>
>>     
>
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>
>   


More information about the ODE mailing list