• entries
    205
  • comments
    228
  • views
    112808

ODE integration

Sign in to follow this  
Mike Bossy

95 views

Well I'm slowly working on getting ODE integrated into my engine. I read through the samples and documentation and it appears to do everything I could want for my casual games and does it in a way that it would easily plug into my current engine architecture. I'm taking my time plugging it in to make it a clean integration and not a hack integration that I'll need to clean up later. My goal for this week is to get it in and have a basic sample up showing it in use.

I'm excited about the possibilities of having stuff like gravity and forces to play with. I can actually use those in game ideas. I'm also excited about the possibility of getting rid of my collision detection system and using ODE for the as well. My current system is extremely simplistic which is great for card games but it definitely can't currently handle anything fancy. Plugging in a library that magically brings me up to the fancy level is cool.

My only concern is that ODE works best with fixed length updates. That just means having a regular interval between physics "frames". That really shouldn't be a problem for my engine since each system runs independantly of each other but there are always potential hiccups while running due to other things going on in the OS. I hope it doesn't totally look like ass when one of these happens.
Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now