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

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