[ODE] How to use ODE on VC++

Poramate Manoonpong poramate.manoonpong at ais.fraunhofer.de
Tue Mar 4 02:01:33 2003


Hi all,
I have just started to use ODE but I don't know how to work on VC++ (
Windows 2000 OS).
Could anyone tell me step by step to install and setup ODE for VC++ ?

By the way,
I also use CYGWIN (on windows system )to compile ODE source code by gcc
compiler but I got the problem about stack overflow .
I do not know how to increase stack in gcc which runs on cygwin .

Best regards
P.Manoonpong
----- Original Message -----
From: <ode-request@q12.org>
To: <ode@q12.org>
Sent: Saturday, March 01, 2003 8:02 PM
Subject: ODE digest, Vol 1 #505 - 7 msgs


> Send ODE mailing list submissions to
> ode@q12.org
>
> To subscribe or unsubscribe via the World Wide Web, visit
> http://q12.org/mailman/listinfo/ode
> or, via email, send a message with subject or body 'help' to
> ode-request@q12.org
>
> You can reach the person managing the list at
> ode-admin@q12.org
>
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of ODE digest..."
>
>
> Today's Topics:
>
>    1. Re: Contact joints simulating rough surfaces (Nate W)
>    2. RE: Contact joints simulating rough surfaces (Michal Bacik)
>    3. Cube "Sinks" Thru Rectangle. (Collision Prob) (Jeff Weber)
>    4. ld warnings in OS X (Peggy Skelly)
>    5. Re: Contact joints simulating rough surfaces (gl)
>    6. RE: Contact joints simulating rough surfaces (Nate W)
>    7. Re: Cube "Sinks" Thru Rectangle. (Collision Prob) (Jeff Weber)
>
> --__--__--
>
> Message: 1
> Date: Fri, 28 Feb 2003 12:51:51 -0800 (PST)
> From: Nate W <coding@natew.com>
> To: ODE mailing list <ode@q12.org>
> Subject: Re: [ODE] Contact joints simulating rough surfaces
>
> On Thu, 27 Feb 2003, Michal Bacik wrote:
>
> > How do I set-up contact joint which simulates highly-rough surface, for
> > example as if object was moving through grass? If I had sphere, I'd like
it
> > to stop very soon when moving on the surface.
> > Now, a sphere just rolls forever, without stopping.
>
> The forces you're looking for do not come from contact joints, and/or are
> not part of "rigid body" dynamics (e.g. grass).  But, you can fake it by
> applying those forces yourself.
>
> The rolling sphere thing comes up here often, AFAIK the usual solution is
> to apply a force proprotional to its velocity.
>
> --
>
> Nate Waddoups
> Redmond WA USA
> http://www.natew.com
>
>
>
> --__--__--
>
> Message: 2
> From: "Michal Bacik" <michal@lonelycatgames.com>
> To: "ODE mailing list" <ode@q12.org>
> Subject: RE: [ODE] Contact joints simulating rough surfaces
> Date: Fri, 28 Feb 2003 22:19:31 +0100
>
> > On Thu, 27 Feb 2003, Michal Bacik wrote:
> >
> > > How do I set-up contact joint which simulates highly-rough surface,
for
> > > example as if object was moving through grass? If I had sphere,
> > I'd like it
> > > to stop very soon when moving on the surface.
> > > Now, a sphere just rolls forever, without stopping.
> >
> > The forces you're looking for do not come from contact joints, and/or
are
> > not part of "rigid body" dynamics (e.g. grass).  But, you can fake it by
> > applying those forces yourself.
> >
> > The rolling sphere thing comes up here often, AFAIK the usual solution
is
> > to apply a force proprotional to its velocity.
>
> Thanks. How can I apply the force?
> - mb
>
> --__--__--
>
> Message: 3
> From: "Jeff Weber" <jeffreyweber@hotmail.com>
> To: ODE@q12.org
> Date: Fri, 28 Feb 2003 15:42:02 -0600
> Subject: [ODE] Cube "Sinks" Thru Rectangle. (Collision Prob)
>
> I'm working on ODE collisions.  I have a large rectangle body/geom and I
> drop a 2nd body/geom on to it.  The 2nd body bounces and reacts as
expected,
> but once it "settles down"  it begins to slowly sink thru the larger
> rectangle.
>
> I feel I'm missing something and thought someone might point me toward the
> possible cause of this behavior.
>
> -jeff
>
>
>
>
>
> _________________________________________________________________
> Help STOP SPAM with the new MSN 8 and get 2 months FREE*
> http://join.msn.com/?page=features/junkmail
>
>
> --__--__--
>
> Message: 4
> Date: Fri, 28 Feb 2003 16:53:36 -0500
> From: Peggy Skelly <mxs70@po.cwru.edu>
> To: ode@q12.org
> Subject: [ODE] ld warnings in OS X
>
> After upgrading to X11 ver 0.2 for Mac OS X (using 10.2.4), I get warnings
about multiple definitions of opengl symbols. This did not happen with
version 0.1. It seems to find the open gl libaries in both /usr/X11R6/lib
and in /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/.
Graphics seem to work fine. Should I be worried?
>
> Thanks,
> Peggy
>
> --__--__--
>
> Message: 5
> From: "gl" <gl@ntlworld.com>
> To: "ODE mailing list" <ode@q12.org>
> Subject: Re: [ODE] Contact joints simulating rough surfaces
> Date: Fri, 28 Feb 2003 22:23:14 -0000
>
>
> > The forces you're looking for do not come from contact joints, and/or
are
> > not part of "rigid body" dynamics (e.g. grass).  But, you can fake it by
> > applying those forces yourself.
>
> Another interesting approach (from the terrain point of view) could be to
> randomize normals a bit.  I'll try that at some point...
> --
> gl
>
>
> --__--__--
>
> Message: 6
> Date: Fri, 28 Feb 2003 15:00:21 -0800 (PST)
> From: Nate W <coding@natew.com>
> To: ODE mailing list <ode@q12.org>
> Subject: RE: [ODE] Contact joints simulating rough surfaces
>
> On Fri, 28 Feb 2003, Michal Bacik wrote:
>
> > > The forces you're looking for do not come from contact joints, and/or
are
> > > not part of "rigid body" dynamics (e.g. grass).  But, you can fake it
by
> > > applying those forces yourself.
> >
> > Thanks. How can I apply the force?
>
> I think it's dBodyAddForce(), but check the docs for a better answer. -)
>
> --
>
> Nate Waddoups
> Redmond WA USA
> http://www.natew.com
>
>
>
> --__--__--
>
> Message: 7
> From: "Jeff Weber" <jeffreyweber@hotmail.com>
> To: ODE@q12.org
> Subject: Re: [ODE] Cube "Sinks" Thru Rectangle. (Collision Prob)
> Date: Sat, 01 Mar 2003 11:25:18 -0600
>
> Found the problem: developer error!
>
> ----Original Message Follows----
> From: "Jeff Weber" <jeffreyweber@hotmail.com>
> To: ODE@q12.org
> Subject: [ODE] Cube "Sinks" Thru Rectangle. (Collision Prob)
> Date: Fri, 28 Feb 2003 15:42:02 -0600
>
> I'm working on ODE collisions.  I have a large rectangle body/geom and I
> drop a 2nd body/geom on to it.  The 2nd body bounces and reacts as
expected,
> but once it "settles down"  it begins to slowly sink thru the larger
> rectangle.
>
> I feel I'm missing something and thought someone might point me toward the
> possible cause of this behavior.
>
> -jeff
>
>
>
>
>
> _________________________________________________________________
> Help STOP SPAM with the new MSN 8 and get 2 months FREE*
> http://join.msn.com/?page=features/junkmail
>
> _______________________________________________
> ODE mailing list
> ODE@q12.org
> http://q12.org/mailman/listinfo/ode
>
>
> _________________________________________________________________
> The new MSN 8: smart spam protection and 2 months FREE*
> http://join.msn.com/?page=features/junkmail
>
>
>
> --__--__--
>
> _______________________________________________
> ODE mailing list
> ODE@q12.org
> http://q12.org/mailman/listinfo/ode
>
>
> End of ODE Digest
>