Added: 3 years ago
From: Benedek93
Views: 3,213
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  • man u should have dropped the coins

  • @daniyalman Unfortunately ODE doesn't handle cylinder-to-cylinder collisions :-/

  • @Benedek93 It does now! (as of 0.12)

  • @Danny77uk Wow, I didn't realize ODE was still under development. I haven't used ODE in a long time now, but this is useful to know. Thanks for the info!

  • @Benedek93 Yeah a new collider for cylinders was added last year but they've only just gotten around to releasing a new snapshot.

  • wtf das muss lange gedauert haben!!!

  • @hhhhh5i Hehe, es war nicht so schwer... ich hatte schon alle benötigten Werkzeuge und Kenntnisse zur Verfügung :-)

    Außerdem bin ich selten geduldig genug, lange Projekte durchzubringen :-D

    Die Simulation selbst hat mein Computer auch ganz schnell durchgeführt.

  • How do I do that? I have POV Ray but I have 0 idea how to use it!

  • Heh, looks like we made a similar experiment! I just found your video by looking at the suggestions for the video I just uploaded :)

  • @Bisqwit Indeed we did. But I made it first! Hahaha! :^]

  • Yeah. By happenstance, did you ever run into this problem?

    Program received signal SIGSEGV, Segmentation fault.

    #0 0x7ffff7b3df9c in ?? () from /usr/lib/libode.so.1

    #1 0x7ffff7b3f9eb in dxQuickStepper(dxWorld*, dxBody* const*, int, dxJoint* const*, int, double) () from /usr/lib/libode.so.1

    #2  0x7ffff7b4be1b in dxProcessIslands(dxWorld*, double, void (*)(dxWorld*, dxBody* const*, int, dxJoint* const*, int, double)) () from /usr/lib/libode.so.1

    I get it more often than not. I don't know why.

  • @Bisqwit Nope, that never happened to me.

  • @Benedek93 Allright. It seems to happen when the number of objects in the scene grows beyond some limit. I traced it to stack size. Issuing "ulimit -s 32768" helped for now. The previous limit seems to have been at 8192. This is a Debian package I'm using so I can't easily change it to allocate from heap instead.

  • nice, the boxes were falling, and falling, and falling and even still falling

    nice reflections too.

    Some people say ODE isn't that fast, is that true?

  • This scene worked pretty nicely in real-time (only at the end, it lagged a little). It depends on how accurate you set it and how many objects there are. I think it's fast enough :)

  • SO you can choose the accuracy to meet your needs (so if it's not important to be accurate you can set it less and it will use less cpu?

  • Exactly. It also uses less RAM. There are 2 kinds of simulations available; one is the most accurate, and the other one is the faster one. You can only set the accuracy of the second one.

  • ooh, i wonder if ode will run on linux...looks like it might, time to build me somethin.

  • Heh, I did this on Linux (Ubuntu 8.10) =D

  • Er, I mean Ubuntu 8.04 (Hardy Heron).

  • If you want to know a really easy way to take advantage of ODE, use the Crystal Space game engine. It allows you the option of ODE or Bullet for dynamics.

  • so, the crystal space engine will output a povray scene?

  • Very nice script you made :)

  • Thanks :D

    It's actually not a script, but a part of the program which writes to POV-Ray format.

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