Hi all, I have a question regarding the best way to go with implementing physics into OSG.
Have the osgbuggy example and have ported that to the SVN/trunk versions of osg/ode which seems a bit long winded way of manually creating the terrain and vehicle. How or what is everyone else doing when it comes to physic simulation? A quick example of what I am trying to achieve is, a vehicle moving along a mesh terrain and each wheel must articulate to the terrain, guess that is more of an collision detection question,but the vehicle must also spring up and down/roll over and the terrain may vary concrete/mud/sand etc.. Could anyone waltz us through how you could possible achieve all of this, do I use intersectionvisitor instead and compute all my own physics with callbacks, will that be expensive on the cpu? Sorry if it seems a bit dumb, but before trying to achieve all of this I want to make sure I am singing from the correct hymn sheet J Cheers Martin Naylor.
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