"No, that's because the underlying physics system isn't very good."
Maybe I'm going out on a limb here, but I read the documentation for ODE, and to me, the guy seems to know EXACTLY what he's doing, and he's doing stuff which is way beyond my own knowedge of physics.
So I'd be very surprised if there was something fundamentally wrong with his simulation.
"They bounce all over the place, even from a standstill. That's because spring physics are inadequate for most realistic applications. You can't get friction or surface forces to work with particles and springs!"
Where does it say that the objects are modeled with springs? I read the docs, and from what I understand, it looks like he says that when an object collides with another object, you (or he, I'm not sure) find the point of the collision, and create a special joint at that location which allows movement only in a direction away from the surface. This supposedly prevents objects from interpenetrating somehow.
Since I see the cubes in the cube string demo interpenetrate a lot, I must assume this isn't being done in that demo. The other demo with the falling cubes however seems to be better abou tnot letting cubes interpenetrate.
As for locking up and throwing out errors, well I guess that's a price you pay for using a free physics system. Has ANYONE else here written anything more sophisticated though than objects coliding properly? Like simulating stick and slip friction for tires? And all those diffrent kinds of constrained joints he supports? Cause if not, then this seems like the best option at this point to me if I needed a physics system.
Maybe I'm going out on a limb here, but I read the documentation for ODE, and to me, the guy seems to know EXACTLY what he's doing, and he's doing stuff which is way beyond my own knowedge of physics.
So I'd be very surprised if there was something fundamentally wrong with his simulation.
"They bounce all over the place, even from a standstill. That's because spring physics are inadequate for most realistic applications. You can't get friction or surface forces to work with particles and springs!"
Where does it say that the objects are modeled with springs? I read the docs, and from what I understand, it looks like he says that when an object collides with another object, you (or he, I'm not sure) find the point of the collision, and create a special joint at that location which allows movement only in a direction away from the surface. This supposedly prevents objects from interpenetrating somehow.
Since I see the cubes in the cube string demo interpenetrate a lot, I must assume this isn't being done in that demo. The other demo with the falling cubes however seems to be better abou tnot letting cubes interpenetrate.
As for locking up and throwing out errors, well I guess that's a price you pay for using a free physics system. Has ANYONE else here written anything more sophisticated though than objects coliding properly? Like simulating stick and slip friction for tires? And all those diffrent kinds of constrained joints he supports? Cause if not, then this seems like the best option at this point to me if I needed a physics system.