[ODE] Collision Shapes - was : FPS Player physics

Michael Molkenthin molle at michael-molkenthin.de
Mon Jul 24 02:22:47 MST 2006

hello @all,

this is leading me to an offtopic question. You are building tubes aound 
bones in an character. Whats about the static object staircase? How do you 
get to these capsule "primitives", ODE is supporting natively (_without_ 
OpCode)? Do you have an extra exporting pluging in a modeling tool like 
maya or 3dstudio, that is _not_ exporting trimeshes?

best regards,

GameDevelopment M. Molkenthin · Lerchenstr. 98 · 22767 Hamburg

mailto · gamedev at michael-molkenthin.de
http · www.michael-molkenthin.de · www.igda.org/hamburg
phone · +49 40 - 25 33 62 45 · home: +49 40 - 46 77 32 07

On Sat, 22 Jul 2006, Megan Fox wrote:

> Date: Sat, 22 Jul 2006 11:15:05 -0600
> From: Megan Fox <shalinor at gmail.com>
> To: "Jon Watte (ODE)" <hplus-ode at mindcontrol.org>
> Cc: ode at q12.org
> Subject: Re: [ODE] FPS Player physics: how to construct player,
>     how to move up a staircase, etc?
> The one that's somewhat overlooked (and I kind of wish I'd gone with)
> is to break your world into two classes of collision.  Those things
> that you collide with the "movement shapes," those things you collide
> with the "rigid shapes," and the things you collide with both.
> If you separate these concepts early and keep to it, the problems of a
> non-floating capsule vanish.  Stairs are modelled as ramps (with the
> separate stair shape for ragdolls and other stuff), obstructions on
> the floor are modelled as smooth bumps rather than ledges, and the
> problems of an ass-dragging capsule vanish.  Furthermore, this saves
> you the (very lengthy and irritating) process of balancing the float
> ray, which effectively needs to be a 1-way critically dampened spring.
> I have a floating capsule imp, and I like it, but were I to do it
> again I'd probably go with the dual collision definition.  The crap
> I've gone through for the tiny, tiny gains given by the float ray just
> isn't isn't worth it.  Furthermore, a solid dragging cylinder just
> looks better, as you don't get the problem of the game not recognizing
> your feet as solid entities and can actually have things not slide
> right under your character mysteriously.
> On 7/22/06, Jon Watte (ODE) <hplus-ode at mindcontrol.org> wrote:
>> This is covered in the Wiki and FAQ. The most popular option seems to be
>> a ccylinder (capsule) for body on top of a raycast for legs/foothold.
>> Cheers,
>>           / h+
>> michael kapelko wrote:
>>> So at last i got some basic ODE knowledge.
>>> I loaded an Q3 level, made TriMesh geom of it, so now it's like "ground".
>>> Now I need to make FPS Player. How to make it?
>>> I thought I can create it of two spheres connected with a slider joint
>>> so the player is able to sneak.
>>> And I want to place camera into the upper one.
>>> But then there exists a hole in the "middle" of the player, so it will
>>> result in strange collision.
>>> So what is the best way do it?
>>> And how to move up a staircase? I'm at a loss how to do it. Should I
>>> measure the height of a stair and then, if it's not high enough, move up
>>> to the next stair?
>>> Thanks.
>>> _______________________________________________
>>> ODE mailing list
>>> ODE at q12.org
>>> http://q12.org/mailman/listinfo/ode
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> -- 
> -Megan Fox
> Idyllon, LLC
> http://shalinor.circustent.us/megan/resume/
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