[ODE] other joint types

Deak Szabolcs ancient at ludens.elte.hu
Fri Sep 1 04:48:26 MST 2006


Jon Watte (ODE) wrote:

>STenyaK (Bruno Gonzalez) wrote:
>
>  
>
>>Forgot it: i'm using 300Hz by default (most car sims use 250, 333, 500Hz,  
>>sometimes even higher), since i shouldn't miss bumps in the road when  
>>    
>>
>
>For reference, I've heard it said that the Carmageddon series did 25 Hz 
>physics.
>
>There are many ways to skin a cat, though.
>
>200 kph is about 55 meters per second, which means about 0.5 meters per 
>step at 100 Hz. You can "detect bumps" by just sweeping a capsule along 
>the movement range of the wheel ball (from last step to current step) 
>and creating contacts based on what this sweep returns, although most 
>wheels will detect most noticeable bumps at those resolutions without
>this sweep.
>  
>
Hm, it seems you may really have missed my main question ;)
- Is there interest in adding to the available joint types in the core 
of ODE or should such attempts remain separate projects?

Szabolcs


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