[K]ODE Physics Editor (thread 2)

Blitz3D Forums/Blitz3D Userlibs/[K]ODE Physics Editor (thread 2)

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Ok, I understand, but....

In your earlier car examples, it works fine when you have a single car space and a single world space which are nearly always colliding with each other. I can see how you can save some time by not checking the car space geoms against each other. However, you will be checking EVERY car geom against the world space, which is fine if they would be colliding anyway.

But, if you have lots of cars then you will end up checking EVERY car geom against EVERY other car geom!!! This will be slower (I think) and so better to use dSpaceCollide again (especialy if you can disable internal collisions)?? Even if my maths is wrong, this method can not be faster with multiple cars, only the same or slower - can it?

However, I can now see dSpaceCollide2 being useful in a few limited situations, although I can't actualy think of one off hand! Its the fact that it does not check its own geoms against each other (which is what I was missing).


I think your KODE_dSpaceDisableInternalCollision(space) is an excellent idea, is it possible within ODE itself or will you be 'customising' your wrapper? This would actualy help my current project (unlike everything else we have been talking about!!!).

What would also be nice is to disable collisions between geoms which are 'directly joined' together. So, a lower arm would not collide with the upper arm but would collide with the legs, head, body etc. This is how Tokamak works and, along with built in damping and surface friction, are the features I miss :( But ODE makes up for it with spaces and your excellent editor ;)

Rhy