Hi fellas... sorry for the delay, I've had to go to Wales over the last few days to attend a family funeral :(
Jedive should've been around though, maybe he's busy with his university stuff again?
No news on the TriMesh this end yet I'm afraid, I still haven't heard from Jedive about this issue despite several requests :/
The problem isn't in the wrapper btw, it's in the original C++ ODE code, that's why it has been so difficult to nail. Just look on the ODE message boards and you'll see a great number of people are working on this TriMesh problem. Fixing it may involve rewriting part of the ODE library, which is a very difficult task - I'm sure you'ld agree.
Alienforce what you're doing with the sphere wrapped crates etc is the correct way to go in most cases I feel. If your crates are rolling you haven't set the joints correctly (or are using the wrong type of joint). You need to make sure you lock the joints, then the crate will stay put.
Something I've found whilst looking into the TriMesh problem is the loss of speed in the physics simulation when they're used. ALWAYS avoid use of TriMeshes where possible, they are a LOT slower than the primitives because of the amount of collision contacts it has to deal with during each time step.
As soon as I get some more info together on the TriMesh problem, I'll post it here right away...
Cheers
Jedive should've been around though, maybe he's busy with his university stuff again?
No news on the TriMesh this end yet I'm afraid, I still haven't heard from Jedive about this issue despite several requests :/
The problem isn't in the wrapper btw, it's in the original C++ ODE code, that's why it has been so difficult to nail. Just look on the ODE message boards and you'll see a great number of people are working on this TriMesh problem. Fixing it may involve rewriting part of the ODE library, which is a very difficult task - I'm sure you'ld agree.
Alienforce what you're doing with the sphere wrapped crates etc is the correct way to go in most cases I feel. If your crates are rolling you haven't set the joints correctly (or are using the wrong type of joint). You need to make sure you lock the joints, then the crate will stay put.
Something I've found whilst looking into the TriMesh problem is the loss of speed in the physics simulation when they're used. ALWAYS avoid use of TriMeshes where possible, they are a LOT slower than the primitives because of the amount of collision contacts it has to deal with during each time step.
As soon as I get some more info together on the TriMesh problem, I'll post it here right away...
Cheers