JV-ODE vs TokaMak

Blitz3D Forums/Blitz3D Userlibs/JV-ODE vs TokaMak

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I don't normally take part in these threads, but I need to clarify some things here as this thread is titled JV-ODE vs TokaMak, and not ODE vs TokaMak.


I vote for Tokamak because it does cars better than ODE.


JV-ODE/ODE is also capable of doing cars very well, it all depends on how well they're set up. Have you seen how many car projects are using ODE lately? (including advanced car simulation, not just games)


the friction model in ODE means you always seem to end up with a car that either grips all the time, slides all the time, or has that grip->slide happening very suddenly.


That ONLY applies to ODE when compiled with a fixed friction contact mode, for example precompiled ODE DLL's and the older ODE Blitz wrappers. It doesn't apply to JV-ODE which uses custom contact modes (for all surface parameters, not friction alone). It also doesn't apply when ODE is part of a C/C++ project, because the programmer has the option of customising their own contact modes directly.

Also, the JV-ODE car demo is a quick and simple car set up, it doesn't even remotely represent a completely tuned simulation of a car.

The cherry on the top... ODE is faster than TokaMak, much faster ;)