Hi, For some time now in Ecksdee we have been having problems with 'sinking' when using the ODE physics system. Not so much on heightmap levels (probably because the collider meshes are denser) but for genmesh levels, where unless you travel slowly you will go through collider meshes.
This is odd as in the ODE demos it doesn't seem to behave like this, but then again its hard to tell. All attempts at resolution have failed (like setting elasticity down, or using extremely small time steps), furthermore when I use WorldStep ODE is prone to crashes unless I play with the CFM. Looking around on the net, I saw that others have had this problem and it seems to be related to ODE being a discrete time system. Playing with the Crystal Space bullet plugin was promising. Looking at the phystut demo showed great promise. I strongly advise everyone to watch this video: http://www.jyvideo.co.uk/genjix/bullet-vs-ode.avi (fps slightly faster, 13.3 Mb) Unfortunately it seems the AttachColliderMesh code is incomplete: bool csBulletDynamicsSystem::AttachColliderMesh (iMeshWrapper*, const csOrthoTransform&, float /*friction*/, float /*elasticity*/, float /*softness*/) { return false; } Stopping me from using it with CEL. Why is the default physics plugin for CEL ODE when bullet is built for games, runs faster, is continuous and doesn't suck? Amir Taaki ------------------------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 _______________________________________________ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]