[ODE] Creating a 2d wrapper class around the ODE lib

Jordi mumismo at gmail.com
Wed Aug 9 03:21:28 MST 2006

Aren't 2D objects just 3D objects with a very thin dimension?

I mean, why make a "square" object when you can have the thinnest of the 

Jordi Polo

Wednesday 09 August 2006 11:25、David Walters さんは書きました:
> > My name is Donald May, and I wanted to inform you all that I have been
> > working on a 2d wrapper for the ODE framework for a project of mine, and
> > I am going to be making it open source when I am done :).
> First off, that demo was excellent and really amusing to play around
> with! I found it really inspirational to see working in such a stable
> manner and immediately possibilities for platform games and puzzlers
> sprung to mind.
> btw. If you're looking for suggested new features, i'd say that if you
> could add some kind of 2D polygon primitive (a closed line list) -
> either convex only, or with concave support - then this would be very
> very powerful and perfect for any use I can think of.
> How much of your code would you say is appropriate for integration
> into ODE? Is it something that you can build on top of ODE or does it
> involve manual integration of a lot of stuff?
> To the community: What is the feeling about adding 2D support to ODE?
> My gut reaction is I would make 2D versions of the collision space
> classes that can only contain 2D objects. This would be flexible
> enough to allowing you to have a 3D dynamic world with an isolated 2D
> "fish tank" in it.
> I think this is probably the way to go - that way you could add 2D
> only features (prims and joints) to ODE but they wouldn't work unless
> added to the correct space... I'm assuming that 2D / 3D interactions
> aren't allowed, they don't seem to make sense assuming the primitives
> either have zero or inifinite thickness? or is it an arbitrary
> thickness? it still seems like a weird interaction...
> Anyway I'd be willing to work with you on an integration project now
> that heightfields (with the exception of trimesh collisions, which
> I've not forgotten about) are pretty much done. Donald, would you be
> alright with that once you've worked on your short-term improvements?
> We'll have to see what the community feels about this...
> Regards,
> Dave
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