JV-ODE vs TokaMak

Blitz3D Forums/Blitz3D Userlibs/JV-ODE vs TokaMak

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what really annoyes me about tokamak is its bad bad behavior regarding to spheres on staticmeshes (=terrain). you really can't stop the spheres on slipping endlessly over the terrain, which makes it impossible to make a good offroad racing game...this is a huge issue in tokamak and took me over to ode!

also the problem with tokamak is, that you have to put ALL your staticmeshes into ONE mesh before handing it over to tokamak. how silly is that? and you can't have such polycounts as you can with ode. tokamak starts to get really slow beginning of around 32.000 polies, with ode i can make a whole terrain of 500.000 polies (splitted into several meshes) and still can't see any slowdowns...

sure, i could have done something wrong...but i couldn't find any solutions for this, even after 6 months of intense searching and trying...