SOLID Physics?

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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ideasman
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Joined: Tue Feb 25, 2003 2:37 pm

SOLID Physics?

Post by ideasman » Fri May 21, 2004 7:00 pm

Since SOLID 2.x is now a part of blender source distro, are there any resions to use ODE?... or anytjhing other then SOLID.

Does ODE have any advantages?

SirDude
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Location: University of Minnesota (USA)
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Post by SirDude » Mon May 24, 2004 6:18 pm

I'm pretty sure people in the know said that ode has
more potential and is better fleshed out than solid.

There doesn't seem to be many people interested in finishing up the ode stuff though.

ideasman
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Joined: Tue Feb 25, 2003 2:37 pm

Post by ideasman » Tue May 25, 2004 1:25 am

I read on some post that ODE was slower then solid, therefor not as good for realtime.

Saluk
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Joined: Wed Oct 16, 2002 6:52 am

Post by Saluk » Tue May 25, 2004 3:47 am

There's two codepaths at the moment and a possibility for one more.

Sumo physics + Solid collisions
ODE physics + OPCODE collisions

possible: ODE physics + solid collisions

I think solid is the best for collisions but there is much more possibility for physics with ODE. ODE is being used in a few commercial games, so it's not too slow. It's just hard to make that sort of thing work in the blender game code. Kester may be up to it, he's on a roll! But I think there are other issues that are more important, such as realtime loading of meshes and better bone support etc.

Just remember people: solid merely detects where collisions occur, Sumo or ODE determine what happens to the objects AFTER a collisions

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