[ODE] Creating a 2d wrapper class around the ODE lib
vortex2 at gmail.com
Wed Aug 9 06:07:18 MST 2006
Thanks for the replies everyone :).
I am using the 3d collision primitives sphere and box. At first I tried
making the depth of the box 1, but I found that it gave me a few errors, so
I made it equal to the width of the box.
I might write my own routines in the future, but for now these work fine :).
To David Walter, that sounds cool :). Could you explain what a heightfield
is though (Never heard that term before)?
I found an intresting collision wrapper for ODE that seems to specialize in
2d, however I don't see a point in doing that when the collisions work fine
Thanks again for the support!
On 8/9/06, Jason Perkins <starkos at gmail.com> wrote:
> On 8/9/06, David Walters <hidden.asbestos at googlemail.com> wrote:
> > To the community: What is the feeling about adding 2D support to ODE?
> I would like to see a good Plane2D joint in the trunk; I think this is
> being worked on.
> I am a little uncomfortable with the idea of adding pure 2D collision
> primitives. Couldn't you just use the existing 3D primitives? If
> everything is constrained to Z==0 anyway it doesn't matter how "thick"
> they are (and to Christoph - this has nothing to do with
> mass/proportions, that's the rigid body).
> ODE mailing list
> ODE at q12.org
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