[ODE] Huge world vs precision problems

Anders Olofsson anders.olofsson at biologigrand.ac
Fri Mar 10 02:59:36 MST 2006

I tried the double precision version of ode but the problem was still 
there, so.. I just made a little graphic test (OpenGL), 2 rotating 
triangles one at origin and one at the far edge of the world. Ofocuse the 
one at the far edge wobbled, kind of obvious. Then I tried specify the 
triangles using doubles, no difference, still wobbling!. Strange and 
depressing. So the problem isn't just in ODE, duh.

What about scaling everything down to the size wich can be "handled" by 
floats?. Any other drawbacks than the agony? ;)

Thanks everyone.

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