[ODE] ODE & large terrains

Jon Watte hplus-ode at mindcontrol.org
Sat May 22 22:30:55 MST 2004


You need to extract and apply at least the following values:

Applied force
Applied torque
Linear velocity
Angular velocity
Position
Orientation (matrix or quaternion)

If you want the entire simulation to be entirely in sync, there are 
also other things to worry about, such as random number seeds and, 
in the case of a few recent changes, "previous frame state" (for 
example for trimesh-trimesh colliders).

Cheers,

			/ h+


-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of
ken at spinlink.com
Sent: Saturday, May 22, 2004 7:42 PM
To: ode at q12.org
Subject: Re: [ODE] ODE & large terrains


Hello,
  First of all, ODE is an excellent piece of software, thanks for all the hard work.

  Does anyone have any suggestions for running ODE over a network? I am
currently trying to handle my simulation by running an authoritative version on
the server, and trying to run syncronized versions on each client. I am not
having much luck so far. My intention was to 'correct' the clients when they too
far out of sync with the server using dBodySetPosition / dBodySetQuaternion.
This doesn't seem to be working, however. After a correction, the client's
bodies seem to revert to thier pre-adjustment position. Is this behavior
correct, or am I missing something?

  Setting the positions directly does not seem ideal, so is there a better way
to to sync up two simulations? (This is a game, and precise accuracy is not
particularly important). Is this idea of syncronizing simulations across a
network on the fly even a reasonable approach? 
  
Thanks in advance for any advice.



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