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ODE with SDL tutorials?
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Original Post
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
I've heard that the Inertia2DEngine is good for dedicated 2D physics.
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.
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.
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!
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 ;)
Well I'll try to get this through the door as soon as possible ;)
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.
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.
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 =)
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...).
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...).
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