[ODE] Contact point merging strategy

Frédéric Brachfogel fred3d2 at hotmail.com
Fri Jun 15 02:27:12 MST 2007

Good good good, I like this discussion.
F.Brachfogel -------------------------------------- Chronophage Games 3-5 rue Lashermes43000 Le Puy en Velay FRANCE 

> Date: Thu, 14 Jun 2007 14:21:49 -0700> From: hplus-ode at mindcontrol.org> To: mark at image-engine.com> CC: ode at ode.org> Subject: Re: [ODE] Contact point merging strategy> > Yes, it's that "simple".> > You may actually want to ignore the similarity of normals, or allow for > a big slop, depending on your intended result; driving over a "flat" > trimesh with a ball can be pretty bouncy unless you filter pretty > aggressively based on contact proximity. You do want to average all the > normals you filter out per geometric point, though.> > In my experience, the simulation will run faster, and will not lose > stability, unless you're too sloppy with the filtering (i e, merging two > contacts that are 2 meters away from each other or something).> > Cheers,> > / h+> > > Mark Williams wrote:> > Is there some sort of standard strategy for optimising contact points, > > or can anybody comment on any attempts that they've made? Is it as > > simple as finding all the contacts that are within a given tolerance > > that have similar contact normals, then replacing them with one which is > > the average? What implications does this have for solve speed/accuracy ?> > > > _______________________________________________> ODE mailing list> ODE at ode.org> http://ode.org/mailman/listinfo/ode
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