Efficient trimesh collisions in ODE

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1 comment, last by GameDev.net 19 years, 7 months ago
Hi you all, I have an small question about ODE physics engine: I want to integrate it into my game engine, which is the most efficient way to setup the scenary geometry (very big triangle soup)? Should I create only one TriMesh object and pass it into ODE? Or maybe should I split the geometry intro small pieces and pass them all to ODE as smaller trimesh objects? (in order to benefit from QuadTree or hash table Spacing)? Thats the only question I have about ODE. Thanks in advance.
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Helou!

I am thinking this same problem right now.

My suggestion: create new geometry class for the scenery (In ODE manual: 10.8. User defined classes).

Any comments?
Just noticed, I cannot use single geom for whole scenery, because if AABB too big (for example x is from -1000 to 1000) ode generates some errors:

ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)
ODE Message 3: LCP internal error, s <= 0 (s=nan)

So maybe I'll just manually generate all contacts of other eoms with scenery.

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