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Future of ODE.js #1
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Sorry for this late reply I ported version 0.7 because the later versions are more difficult to compile through emscripten, they offer the choice of a new GIMPACT collision library, which I do not know. To my knowledge, the only known problem is the collision of height field space which does not work properly. I'm not sure why. in the next few weeks, I plan to recompile the library into WebAssembly, the performance gains seem promising. |
The height field geometry need more contacts to work, "kind of ok" with some geometries, up to 16 in -> ODE.Geom.collide, this also accounts for complex meshes. Also using world.quickStep with around 20 iterations world.set QuickStepNumIterations( 20 ) i think is faster, probably not as stable but... Can you give my any hints how to compile this with emscripten (on windows) totally new on emscripten, i have been using ODE for years in our game engine, maybe i can help out to bring some of the newer code in to this project... |
Thanks @anderssoft but I'm not sure that increasing the contacts is a good thing for the simulation's stability. and i've got a runtime error : i've add a "how to build" topic in readme file. |
Ok, on the "PC" build at least it makes the height field collision more stable, ok we dont use mesh->heightmap only standard primitives ->heightmap collision. I got the build up already, but its good with docs on the build process thanks. There was some small issue with the makefile when buildng on windows/or the version i used. its a quoting issue "", swap quoting ('<->"") on this lines as below . EXTRA_EXPORTED_RUNTIME_METHODS= 'ccall', 'cwrap', 'setValue', 'getValue', 'addFunction', 'removeFunction' Reference for this kind of error |
@Ricku34 would you be interested in updating this library?
If so, what are your thoughts on the following:
Also, were there any issues that blocked you from continuing with this port? And are there any known issues with the library in it's current form?
I look forward to hearing back from you.
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