Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (406)
games submitted by our members
Games in WIP (293)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Problems with Collision Detection and Contacts  (Read 840 times)
0 Members and 1 Guest are viewing this topic.
Offline ludwi075

JGO Visitor




« Posted 2007-01-14 20:42:24 »

I created a simple test program that uses Odejava and JOGL which draws two falling cubes that land on a flat plane.  The cubes were set to land right next to each other but when I used JavaCollision and the collide() call, I would get inaccurate collisions.  Looking at the source I figured that this was because collide() called ODE's spaceCollide(), which only generates approximate collisions.  When I wrote code to use dCollide() on the contacts generated from JavaCollision.collide(), the simulation did not have any visual problems.  However my PF usage wouild increase by 10 MB/sec, which is bad.  I found that the memory was being stolen by calls to dGeomGetBody() and dJointCreateContact().  This would happen even when I'd call dJointGroupEmpty().  I tried various strategies but it didn't work, and ended up switching to an odejava.dll distributed for JMonkey.  This didn't have the memory problems, but it would complain that the step size for dCollide was inaccurate.

I have a few questions:
-If I can't end up using dCollide(), how do I make JavaCollision more accurate?
-How do I get Odejava to not use up so much PF?
-Is is possible to pass pointers to arrays of dContactGeom's so that dCollide works correctly?

Thanks
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Get high quality music tracks for your game!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (78 views)
2013-05-17 21:29:12

alaslipknot (89 views)
2013-05-16 21:24:48

gouessej (121 views)
2013-05-16 00:53:38

gouessej (113 views)
2013-05-16 00:17:58

theagentd (126 views)
2013-05-15 15:01:13

theagentd (113 views)
2013-05-15 15:00:54

StreetDoggy (156 views)
2013-05-14 15:56:26

kutucuk (179 views)
2013-05-12 17:10:36

kutucuk (179 views)
2013-05-12 15:36:09

UnluckyDevil (186 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!
Page created in 0.083 seconds with 20 queries.