[ODE] High speed rigid body collisions

Adam Moravanszky adam.moravanszky at novodex.com
Thu Jun 2 15:16:29 MST 2005

Oh, yeah, while I'm at it.  Another important reason to get in touch 
with us about a license rather than quietly completing your commercial 
game with the noncommercial version is that registered developers have 
access to bug fixes and updates significantly sooner.  This also applies 
to major improvements like continuous collision detection.  Just FYI.


Vast wrote:

> I was always curious, do u happen to know how much they charge?
> Oh, and the reason i implied that they are continous-time, is that 
> they arent _now_, but if you go to http://havok.com or something like 
> that, they say that they are working on the physics engine, to make it 
> continous-time. Im sure they still have that announcement up there.
> Regards,
> Tim
> P.S. So... could you please post some links perhaps, to the places 
> where we can find out more about continous-time physics simulations? 
> Although there is always google, yet i always appreciate food being 
> brought to me =) No offense, i just think you know more about physics 
> simulations, so u could point me into a "politically correct" 
> explanation, since anyone can post whatever they want on internet =)
>ODE mailing list
>ODE at q12.org

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