[ODE] Two Dimensions?
chunky at icculus.org
Thu Aug 4 15:01:18 MST 2005
On Thu, Aug 04, 2005 at 11:51:55AM -0700, S. Burden wrote:
> What is the most effective way to restrict motion of objects in ODE to two
I tend to have done two things:
1) Use joints suitably that restrict that extra degree of freedom; use a
hinge instead of a ball joint, with the axis coming out of the screen.
This slows everything down [performance of ODE is very very related to
2) Don't do anything different, and simply render ignoring the axis that
comes out of the screen
I've had most success with number two. The differences on screen are
negligible [point gravity in a suitable direction and mistakes will tend
to correct themselves over time anyways].
Has some very old, out of date demos, that I wrote using ODE in Torque2D.
It was purely a T2D<->ODE demo, so don't expect anythign more than what
you see. For reference, it's using option two above; the joints are all
ball joints, and you simply never know. When I used option one,
everythign went a whole lot slower.
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