Frank Barknecht a écrit :
Hallo, cyrille henry hat gesagt: // cyrille henry wrote:
(It's very high with my experimental ODE-pyexternal, but that is to be expected from rigid body physics. ;)
well, one problem i imagine with ode is that regarding the algorythm used, time need for each iteration could not be constant. i.e processing power depend of the curent state of the simulation. do you have such problem or not?
It is a problem in theory, yes, because contact joints get created depending on the current position of objects etc. But in practice I didn't hit it yet, which might be related to the fact, that using much more than, say, 75-100 geometries is too much for my system anyway. ;(
that's a big problem.
But working with rigid bodies is very interesting, because for example you can make bouncing balls that not only have position, speed and acceleration (3x3=9) parameters, but they also have current orientation, rotation speed and rotation forces. So even with just one mass point, or rather: body one gets to use a lot more data to use for control or audio processes (like using acceleration for volume and rotation speed for frequency of an oscillator).
you can create a cube with 8 ponctual spheres. it's not really the same as rigid body simulation, but it's also a solution to create rotation etc. The pb comes from interaction beetween this structures...
i think the solution will comes with physical stuf hardcoded in the graphic card.
cyrille
Ciao