[ODE] Collision Shapes - was : FPS Player physics
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Mon Jul 31 19:20:07 MST 2006
When a trimesh is involved, ODE calls out to OPCODE. When trimeshes are
not involved, ODE uses its own collision primitives.
The trimesh <-> trimesh case ("moving trimeshes") is not as well behaved
as most other cases, even with the numerous hacks you can employ, and is
usually often a lot slower, so people usually use collision proxy
objects (capsules, boxes, etc) for the moving actors and/or their limbs.
Using static trimeshes (for terrain/buildings/etc), and proxy objects
for moving actors, is the well-tested, well-behaved, well-performing
"standard case" when using ODE.
Cheers,
/ h+
Michael Molkenthin wrote:
> i thought, ode is making transparently usage of OPCODE for all
> trimesh/trimesh collisions. Are there any cases ODE is doing collision
> without OPCODE? Perhaps i have not understanded your post.
>
> Is somebody here converting its trimeshes into approximating
> Boxes/Cones/tubes dedicated for collision to simplify trimesh/trimesh
> situations to box/trimesh or trimesh/cube?
>
> regards,
> Michael
>
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