[ODE] Delphi ODE - Trimesh

Jon Watte (ODE) hplus-ode at mindcontrol.org
Mon Jul 10 13:05:21 MST 2006


Step number 1 when debugging collisions: For each contact joint you get, 
plot a line (in world space) in your graphic visualizer.

Step number 2 when debugging collisions: Allow the simulation to be 
frozen; just run collisions and empty the joint step, and don't actually 
step the simulation. Then allow some UI to single step collision by one 
time step at a time.

These two tools, which you can easily build into your test rig, should 
allow you to figure out what's going on between your wheels and your 
trimesh. If you change your renderer to be able to draw wireframe 
instead of solids, it'll help even more.

Cheers,

             / h+

Ricardo Del Roio wrote:
> Hello there!
> I have some doubts. Can anyone help me please? I know you guys are 
> experts in ODE :-)
>
> I'm using the Delphi ODE to make a simple car game.
> The road I did on 3DS... I import it from Delphi and "apply" the ODE 
> Trimesh on the road faces.
> When my car starts to run, it falls in some small holes. This holes make 
> the car jump a little.
> I read something about it in the mail list, but nothing with Delphi 
> ODE.. I don't know if this is the same problem.
> What can I do to fix it?
>
> Another thing... if I want to change the car to a bicycle, what you 
> suggest?
> Keep the the "ODE model" of the car or change it to another thing?
>
> Thank you guys!!!
> Ricardo, from Brazil :-D
> _______________________________________________
> ODE mailing list
> ODE at q12.org
> http://q12.org/mailman/listinfo/ode
>
>
>   


More information about the ODE mailing list