[ODE] Crashing within dWorldStep

Martin C. Martin martin at metahuman.org
Tue Apr 15 15:59:02 2003


Increase your stack size.

- Martin

Boris Searles wrote:
> 
> Hello,
> 
> I'm using ODE to physically simulate the evolution of 3d static
> morphologies (trying to maximize passive height). Everything works fine
> most of the time, but whenever a large object is built (using capped
> cylinders) in only two dimensions, hence has a flat side, and falls on this
> flat side, the whole program crashes. The crash happens when the object
> comes into contact with the ground plane (they sometimes fall from some
> height) within the dWorldStep method. The objects I use are compound
> objects (many geoms with one body, similar to technique shown by Mark in
> previous mail), so no joints involved. My guess is that it has something to
> do with the collision detection, possibly that a very large number of
> contact points are generated at one time? I limited the number of contact
> points to 5 (nearCallback method is copied from one of the examples). Has
> anybody encountered similar problems or any ideas how I could fix this?
> 
> Since I'm doing many evolutionary runs, it is quite annoying when
> everything crashes in the middle of a run and I must start over. Or is
> there any way to throw an exception from within the dWorldStep method so
> that the whole program doesn't crash? I think having some sort of
> exceptions could also be quite useful for other applications.
> 
> Thanks for any help,
> Boris
> 
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