[ODE] Culling of object collisions outside viewpoint

gabdab gabdab at spamhole.com
Mon Nov 20 03:10:38 MST 2006


using  hash table brings compute time down for spaces ..from O(n2) to O(n)
according to manual..


Christoph Beyer wrote:
> 
> *Lewis Foster* wrote:
> 
>>Does ode always solve all objects in the world fully or are objects
outside
>>the field of view treated differently?
> 
> ODE doesn't care about a viewfrustum. ODE is only a physics-engine.
> 
>>I'm thinking i could speed up my simulation by simplifying objects
behaviour
>>outside the viewpoint.
> 
>>Any ideas anyone?
> 
> not really...
> Only a poor idea:
> You can damp the objects outside your viewfrustum more than the objects
> inside.
> So the objects i.e behind the camera gets disabled earlier ( more
> performance ).
> But i think this is a bad idea, the effort is bigger than the benefit.
> 
> If you have a very very big level, then you can separate the whole level
> into different worlds and spaces
> and step the with different timesteps. The problem is the transition
> between the worlds:
> Somtimes a body is in both worlds; and how to implement this?
>  <http://dict.leo.org/ende?lp=ende&p=/gQPU.&search=transition>
> bye
> christoph
> 
> 
> 

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