JV-ODE Physics Thread 10

Blitz3D Forums/Blitz3D Userlibs/JV-ODE Physics Thread 10

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No problem, thanks :)

1 - There aren't any parameters to set a lo-stop and hi-stop on axis 1 of the hinge2 joint unfortunately. You could try dJointGetHinge2Angle1Rate(joint) to get the current offset, this may return a value since its last position (rather than the starting position) I can't recall.

2 - When wheel joints start breaking it typically means the joint accuracy is spiraling out of control. Using high mass or friction values will amplify the problem. The best solution I've come across is to split up the time steps, thus improving the accuracy.

3 - Directly jointed bodies in JV-ODE will not collide with each other. If your wheels are colliding with your car bodies, you must be using a more complex car model. For example...

Wheels <-1-> Chassis <-2-> Car Body

1 = Hinge2 Joint
2 = Fixed Joint

In the above design, the wheels will not collide with the chassis, as they are attached to it. However they will collide with the car body, because they are not directly attached via joints.

The best solution for more complex designs like the one above is to place each car in it's own sub-space and disable internal space collisions. You shouldn't notice any difference in performance as it splits them up internally anyway, it may even run a tiny amount faster as you're no longer checking for collisions between the car and its components.