[ODE] gimpact: ode_bodystate.h
rick.mccrank at cogeco.ca
Sat Oct 28 15:18:07 MST 2006
How do you handle crossing portals?
----- Original Message -----
From: "Francisco Leon" <projectileman at yahoo.com>
To: "Jason Perkins" <starkos at gmail.com>
Cc: <ode at q12.org>
Sent: Saturday, October 28, 2006 4:11 PM
Subject: Re: [ODE] gimpact: ode_bodystate.h
> The multi-room physics feature can be appreciated on
> Gammaleon. See:
> However, this engine is not complete yet, still in
> alpha stage.
> --- Jason Perkins <starkos at gmail.com> wrote:
> > On 10/28/06, Francisco Leon
> > <projectileman at yahoo.com> wrote:
> > > I've just added ode_bodystate.h because it is
> > > necessary for moving bodies and joints between
> > worlds.
> > > It is an added feature from my engine Gammaleon.
> > > In this engine, an entire world can be divided in
> > > several Rooms (Sectors), and they are connected
> > > through portals. Each room is simulated
> > separately
> > > from the others; such approach allows to reduce
> > the
> > > amount of work for the ODE engine when we have to
> > > simulate a huge scene with many collideable
> > objects,
> > > and it can takes advantage of multiprocessing
> > systems.
> > This sounds like a nice feature; can you submit the
> > code for it to the
> > patch tracker so folks can have a look at it? It is
> > currently hidden
> > away inside your massive gimpact release, I don't
> > know if anyone else
> > noticed it.
> > Jason
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