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ODE with SDL tutorials?

Started by H_Lowemark Apr 2, 2005 at 12:44 PM 12 replies 3.3k views
Original Post
H_Lowemark
H_Lowemark
Hello all. Im currently making a 2d game using SDL and now I'm thinking about using ODE to add some physics in the game. I was woundering if anyone has any links to some tutorials using ODE with SDL? or maybe just some small code examples? I can't seem to find anything that use ODE and SDL in a 2d game.. Thanks in advance
Seriema
Seriema
Actually, me and a friend are writing some ODE articles. The only ones started are a introduction to ODE and a using ODE with Plane2D (a 2D joint constraint for ODE).

It would be nice to have some "common users" as reviewers, after it has passed some other reviews. If any of you are interested, drop me a PM.
[ ThumbView: Adds thumbnail support for DDS, PCX, TGA and 16 other imagetypes for Windows XP Explorer. ] [ Chocolate peanuts: Brazilian recipe for home made c
Rob Loach
Rob Loach
I'd be willing to go through those articles for you, Seriema.
Rob Loach [Website] [Projects] [
Ravuya
Ravuya
I, too. I'd like to use this stuff with SDL/OpenGL, as implementing the physics of even a GTA-style turning car is pretty difficult for my sci-fi weaned brain. [wink]

Rob: Thanks for the link to InertiaEngine.
Seriema
Seriema
thank you

hopefully this thread will re-spark our fire ;)
[ ThumbView: Adds thumbnail support for DDS, PCX, TGA and 16 other imagetypes for Windows XP Explorer. ] [ Chocolate peanuts: Brazilian recipe for home made c
H_Lowemark
H_Lowemark
Hey Seriema, I actually thought about using Plane2D myself, but as usual I'm not able to find any good documentation or tutorials for it. So I would be really interested in reading your articles about it!
Seriema
Seriema
Yeah the problem with Plane2D is the extreme lack of documentation and/or examples. There's ONE example by the original author, but he uses stuff he shouldn't be using (like the internal ODE classes, prefixed with dx) and does too much for me to get my head around. But the biggest problem that it won't run at all, giving me a weird error message about not being able to set up my screen or something. Either way, I finally got it working. Compiling ODE wasn't fun either, because the VS.NET solution were missing several files.

Well I'll try to get this through the door as soon as possible ;)
[ ThumbView: Adds thumbnail support for DDS, PCX, TGA and 16 other imagetypes for Windows XP Explorer. ] [ Chocolate peanuts: Brazilian recipe for home made c
Gorax
Gorax
It'll be interesting to see where this goes ('specially if you include a reasonable way to perform high-speed object collisions). ;)
Seriema
Seriema
Well the idea is a "gentle introduction to ODE" article as base. Then several smaller articles covering different areas, so it won't be one big-ass tutorial and one can choose what's interesting :)

Gorax, I'm not sure what you mean by high-speed object collisions since ODE does have it's own collision system. There are some parameters and different "space types" you can create but.. Did you mean rolling your own collision code? Because ODE does support that and we plan to cover it in a later article.
[ ThumbView: Adds thumbnail support for DDS, PCX, TGA and 16 other imagetypes for Windows XP Explorer. ] [ Chocolate peanuts: Brazilian recipe for home made c
H_Lowemark
H_Lowemark
Quote:
Original post by Seriema
Well the idea is a "gentle introduction to ODE" article as base.

Nice! That sounds like exactly the thing I was looking for! can't wait to read it =)
Gorax
Gorax
I mean having something the size of a tennis ball being projected at a human-head sized object at such a high speed (100s of km/h) that ODE's collision detection causes the ball to either completely misses the head and pass straight through, or only just clip it and doesn't do much (if anything), instead of bouncing off the head and sending the head back (as it would in real life). The only way I thought about doing it was casting a few rays from every object and checking if they will collide with other objects. Unfortunately, creating too many rays would chew up too much processing time, but too few, and it wont work right.

I took the time a while ago to set up a whole load of different object properties and the collision detections for each of them (including liquids, but I haven't implemented density checking yet, so everything still sinks), and every idea I've come up about the high-speed collisions, would require either too much processing time, or wouldn't be accurate enough (maybe I haven't thought about it enough...).
Seriema
Seriema
hmmm

We were planning on a article where we discuss how to send objects flying from begin "shot", if that's what you're after?

First of we'll have to finish this article. And when it's done we'll discuss the next step =)
[ ThumbView: Adds thumbnail support for DDS, PCX, TGA and 16 other imagetypes for Windows XP Explorer. ] [ Chocolate peanuts: Brazilian recipe for home made c

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