[ODE] GIMPACT with doubles

Jon Watte (ODE) hplus-ode at mindcontrol.org
Fri Nov 3 11:48:52 MST 2006

You'll get into pinhole problems where the meshes line up, if you try to 
do world-scale simulation with floating point meshes. There are ways 
around it (adding skirts, for example), but it's annoying -- the 
formulation using doubles is cleaner (although uses more memory, thus 
making it slower).


          / h+

Pierre Terdiman wrote:
> Note that the only place where doubles are actually needed is the
> world-space position of your objects. If everything else works in relative
> space (e.g. collision routines), then the extra accuracy doesn't buy you
> anything. In particular, storing the mesh vertices in doubles is usually not
> needed.
> - Pierre

More information about the ODE mailing list