[Bf-committers] restore Game Engine project
Gregor Mückl
bf-committers@blender.org
Fri, 15 Aug 2003 14:50:58 +0200
Am Freitag, 15. August 2003 11:35 schrieb Kester Maddock:
> Hi Ton,
>
> I've just been looking at the physics (ODE) side of things.
>
> Currently, I have to say bring back solid! ODE is mostly a physics library
> while solid is a collision detection library - ODE doesn't care about
> collision detection; if you can find out where a collision occurs ODE can
> work out how the physics should react. Solid also has cones - good for
> culling/radar sensor.
>
Seems like you're relying on outdated information. At least recent CVS
versions of ODE have OPCODE, a dedicated collision detection library, fully
integrated. I cannot recall now wether the latest releast 0.39 also includes
this. OPCODE comes with the ODE source code and therefore is no extra
dependency.
Still, ODE seperates the - supplied - collision detection from physics
simulation. As ODE user you still must iterate over all collsion pairs ODE
detects and generate propert contact joints for them so that the physics
simulation can handle them.
OPCODE is a dedicated collision detection library which can handle any type of
"polygon soups". ODE exports the OPCODE functionality through the triangle
mesh collider. This means that you must give ODE a copy of all meshes for
which collision detection is enabled. And I don't know wether ODE copies this
data internally while feeding it into OPCODE. So you end up with at least 2
copies of blender's mesh data in memory - a fact that I do not like at all
(but that's personal taste rather than a real performance issue, I think).
Regards,
Gregor