[ODE] ODE culling

David Sveningsson david.sveningsson at telia.com
Fri Mar 24 07:48:20 MST 2006


I've read thought the documentation and the best way to have collision 
detection culling is to use a quadtree space or hashtable space. How 
efficient are they compared to creating own simple spaces and use my own 
culling by checking the objects in each space and maybe some spaces 
against each other?

I'm going to have lots of dynamic geoms which can be moved around in the 
world. Will the quadtree space and hashtable space update automatically 
or do I have to create a new space on a regular basis?

Jean de Largentaye wrote:
> I guess you're talking about collision detection here, not dynamics
> (how objects move according to the forces that are applied to them).
> The collision objects are called "Geoms" in ODE, these are placed
> inside one or more "Spaces". You can organize your Geoms to be in
> different spaces, then either call dSpaceCollide to test if any Geoms
> in a given space collide with each other, and dSpaceCollide2 to test
> if geoms from any 2 spaces collide with those of the other space.
> This would implement your culling.
>
> You can start checking out section 10.3 in the ODE Doc:
> http://www.ode.org/ode-latest-userguide.html#sec_10_3_0
> and the following sections. It'll take you 10 minutes and explains it
> much better than I could :)
>
> John
>
> On 2/20/06, David Sveningsson <david.sveningsson at telia.com> wrote:
>   
>> Hi, I am a new user of ODE. Does ODE  automatically cull the objects in
>> the scene or should I write my own quadtree (or similar) so every object
>> isn't checked against every other.
>> _______________________________________________
>> ODE mailing list
>> ODE at q12.org
>> http://q12.org/mailman/listinfo/ode
>>
>>     
>
>   



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