[ODE] Better understanding about simulating surfaces

Jeff Kershner jeff at jeffkershner.com
Tue Aug 15 13:43:31 MST 2006

I have changed my NearCallback function to this:
contact[i].surface.mode = dContactFDir1
contact[i].surface.mu = dInfinity;

My ERP is set to 0.2

And my sphere mass is set to 1.0

When my sphere falls, it slows when it gets near my dCreatePlane and then
starts to rise like it hit a trampoline.

Any idea what I am doing wrong?

-----Original Message-----
From: Jon Watte (ODE) [mailto:hplus-ode at mindcontrol.org] 
Sent: Tuesday, August 15, 2006 1:11 PM
To: Jeff Kershner
Cc: ode at q12.org
Subject: Re: [ODE] Better understanding about simulating surfaces

A very heavy ball will introduce more energy, and may actually not 
"thud" any better. Keep mass within limits.
Turn off dContactBounce entirely.
Set ERP to something lowish (0.5 or lower).
There's a maximum correcting velocity parameter you can set, although I 
forget what it's called; set that to something low, too.


             / h+

Jeff Kershner wrote:
> I am interested in simulating something like a pool ball bouncing off 
> the ground.  The ball is very dense and when it bounces it should be a 
> very short bounce and lay to rest relatively quickly.  Right now I am 
> playing with the parameters in the NearCallback function and I am 
> getting all kinds of huge bounces.
> How can I get this kind of example to work?
> Thanks,
> /jk
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