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landscape with ODE

Started by Ardor Dec 31, 2002 at 5:24 AM 0 replies 450+ views
Original Post
Ardor
Ardor
Hi, I''m using the ODE (Open Dynamics Engine) to simulate physics in an outdoor environment. Using the tricollider addition, I include collision against the triangulated landscape. To render the landscape I separate it in 33x33 tiles. But how do I realize the landscape for physics, either creating one big Geom Object with all of the landscapes triangle included, or using the patch method again, thus creating several Geom Objects, each one of them having the geometry of each tile? The latter one seems quicker because with a hash space vast parts of the landscape can be rejected, but the large amount of tiles (>150) speaks against it. Does anyone have an idea which one is better?
zppz
zppz
I haven''t actually used the tri-collider addition myself, but I thought it used it''s own space partitioning to speed up collision queries, not ODE''s hash space (?) With the latter one you have the option of doing your own preliminary rejection of patches that will not collide, having each tile as leaves of a quadtree.

You could try the ODE mailing list for a more useful answer the guy who wrote the tri-collider may even be able to help you.

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http://www.zppz.com <- game dev stuff

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