Well we had troubles with the ODE bounding box, and found that Bullet 
wasn't fully implemented for collision detection, so it was a huge 
headache for us to try to implement.  Without proper collision 
detection, there is no good game.

My programmer had posted earlier on the problems, but rarely got good 
answers to them since most people are not using physics for collsion.

Brad

Tim Shannon wrote:
> I'm curious, what specific problems did you guys run into with ODE, 
> and what parts are missing from the bullet implementation?
>
> On Fri, Mar 27, 2009 at 12:16 PM, <[email protected] 
> <mailto:[email protected]>> wrote:
>
>     I would agree with Xiaohui Bie, this si something that needs great
>     improvement with CS, so much so that my team got frustrated with
>     CS and we
>     will probably migrate to a new engine.  Definitely needs a full
>     implementation of Bullet or a newer physics library to handle dynamic
>     collision detection, that is what most games need nowadays and makes
>     development a lot easier if this was integrated right.
>
>     Brad Nelson
>
>     Play-Em
>
>     > Biography
>     >
>     >
>     > My name is Xiaohui Bie. I am a second year graduate student of
>     Institute
>     > of Software, Chinese Academy of Sciences (ISCAS). My major is
>     Computer
>     > Graphics and my research focuses on physics-based simulation. I
>     have been
>     > researching on collision detection for nearly two years and obtain a
>     > strong understanding in this area. I am familiar with many good
>     physics
>     > libraries such as opcode, bullet and solid. My experience in
>     C/C++ is
>     > almost 5 years and I¡¯m proficiency in OpenGL coding.
>     > I have led some projects, such as Manufacturing production
>     management
>     > software MRP, Project Management software MRP. I hope this
>     chance can lead
>     > me to Crystal Space world and I¡¯m eager to contribute.
>     >
>     >
>     >
>     > Project/ideas
>     > Crystal Space uses two different systems to cope with collision and
>     > dynamics respectively, which may bring developers especially the
>     recruits
>     > some unconvenience , I was once a recruit, so I especially know how
>     > necessary an unified collision and dynamics system is. I think
>     some modern
>     > physics libraries are worthy of study, such as bullet, which
>     allows us to
>     > do only collisions detection without the dynamics. To unify the
>     two into
>     > one set, we can build two interface like the bullet, one is
>     collisionworld
>     > and the other is dynamicsworld. Dynamicsworld inherits from
>     > collisionworld. The collisionWorld is the interface for the
>     collision
>     > detection., while the dynamicsworld is the interface for several
>     dynamics
>     > implementation. If we only need collision detection, just like
>     the bullet
>     > collisionintefacedemo does, use the collisionworld is enough.
>     Because
>     > collisionworld is above dynamicsworld, if you want to build a
>     dynamic
>     > world, collisonworld is also needed to be include.
>     > Further more, because I have been studied in this area for a
>     long time, I
>     > like to share my experiences with others, so I would like to
>     introduce
>     > something new to the collision detection of Crystal Space, such
>     as the
>     > collision detection of deformed objects, although it may be
>     involved in
>     > some libraries, for the self-collision, they are also blank
>     there. But
>     > self-collision occurs very frequently in our animation scenes,
>     such as
>     > cloth simulation, which inevitably involves self-collisions. In
>     fact,
>     > there are great progress in this area recently, such as¡¾Volino
>     et al
>     > 06¡¿,¡¾Sud et al 06¡¿,¡¾Govindaraju et al 05¡¿. Any one of them
>     can attain
>     > a good result. Since the BVHs refit algorithm for deformed
>     objects is very
>     > mature and fast, so all we need to do is the  introduction of
>     Chromatic
>     > Decomposition method in¡¾Govindaraju et al 05¡¿ or Discrete Voronoi
>     > Diagrams method in ¡¾Sud et al 06¡¿.
>     >
>     >
>     > References
>     > ¡¾1¡¿N. Govindaraju, D. Knott, N. Jain, I. Kabul, R. Tamstorf,
>     R. Gayle,M.
>     > Lin, and D. Manocha, ¡°Interactive collision detection between
>     deformable
>     > models using chromatic decomposition,¡± ACM Trans.Graph.
>     (SIGGRAPH Proc.),
>     > vol. 24, no. 3, pp. 991¨C999, 2005.
>     >
>     > ¡¾2¡¿A. Sud, N. Govindaraju, R. Gayle, I. Kabul, and D. Manocha,
>     ¡°Fast
>     > proximity computation among deformable models using discrete Voronoi
>     > diagrams,¡± ACM Trans. Graph. (SIGGRAPH Proc.), vol. 25,no. 3, pp.
>     > 1144¨C1153, 2006.
>     > ¡¾3¡¿P. Volino and N. Magnenat-Thalmann, ¡°Resolving surface
>     collisions
>     > through intersection contour minimization,¡± ACM Trans.Graph.
>     (SIGGRAPH
>     > Proc.), vol. 25, no. 3, pp. 1154¨C1159, 2006.
>     > ¡¾4¡¿physics simulation forum  http://www.bulletphysics.com
>     >
>     > 2009-03-27
>     >
>     >
>     >
>     > YOURS SINCERELY,
>     >
>     > Xiaohui Bie
>     > CG Group, State Key Laboratory of Computer Science,
>     > Institute of Software,Chinese Academy of Sciences(ISCAS)
>     > Tel: (+86)15901521335
>     > Email: [email protected] <mailto:[email protected]>
>     >
>     
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>
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