JV-ODE Physics Thread 9

Blitz3D Forums/Blitz3D Userlibs/JV-ODE Physics Thread 9

@JA2: You can adjust the constraint force mixing to improve jitter problems like those. Try adding dWorldSetCFM(World,1.0) before the create light code in the 'Demo-Trimeshes' demo. You can also use the dWorldSetContactSurfaceLayer(world,depth#) function to adjust the collision depth to help improve it.

@EmerGki: Make sure you zero the forces on the vehicle/wheels/joints before moving them. It's easier to delete the car and create a new one at the new location.

There's no limit on the amount of cars you can use in JV-ODE, but there is a limit depending on your system specs, for example processing power and memory. A stack overflow is normally caused by too many objects overlapping when created, check you're not creating the cars in the same locations. I've tried 32 cars here and it runs fine, the physics time never goes higher than 3, but it's running on a powerful system with lots of memory.