Le vendredi 31 décembre 2010 14:35:28, Jacques Rebourcier a écrit :
> Hi all,
> 
> Nobody here ? Every one disconnected for christmas holliday season ?
> 
> I am struggling with my simulation game.  This is a marble racing game that
> looks like ode-collision-8-terrain.py tutorial.
> 
> Actually, if you toggle this turial in wireframe mode, you will see some of
>  my issues (let simulation lasts a while).
> 
> 1) Slow :
> The simulation is too slow, as in a planet with low gravity. I noticed ode
> stepsize = soya round_duration. Effectively, reducing round_duration under
> 0.005 is better but still not perfect (seems to be less stable). I suspect
> that visting world during each round (begin, advance, and end) make a
>  latency between ode stepping, and so fluidity/realism of simulation is
>  bounded by this round visiting mechanism. Correct or not ?
> 
> 2) Jiterring :
> Looks like the ball is some time "bouncy and dancing", small pops with
>  small linear and angular  velocity. Occurs at low energy (when balls are
>  very slow), and frequency of contact is very high. Seems quite random
>  (more "bouncy" when CFM is higher).
> 
> 3) Violent popping :
> Can occurs at medium-low energy, when rolling, receiving a very stong
>  vertical impulse (generally angular velocity is low).
> Other case is terrain collision at medium-high energy when angle with
>  contact normal is in the midle (neither horizontal, nor vertical
>  collision). Tried to fix with "contact_max_correcting_velocity", but
>  doesn't work as I expected...
> 
> 4) Falling :
> Some time balls are falling (rare) with no apparent reason.
> I noticed that when stepsize is longer and whith certain size ratio betwen
> sphere and terrain surfaces, it is more frequent.
> 
> => All these are show stopper for my game idea (except 1) that could be
>  Ok). I tried several stability tricks from ode documentation, some seems
>  to work a little, some time i didn't notice any effect (as if ode binding
>  was "silently" broken), but never achieved something really stable.
> => I don't know how to debug/help, we are in Pyrex and ode binding black
> magic.
> => I suspect matrix random computation insatbility (error margin), or
>  Terrain Collider weird integration with ode that could be at the heart of
>  problem, but the code seems to complicated for me.
> => Could someone help me ?
> 
> Best Regards
> Jacques
> 
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> 

Noticed that some Null vector are "Nan" rather than "0.0" in Soya causing Ode 
to bug (add_froce, add torque). 

Then incresasing surface contact layer more (0.2) help greatly (but still some 
pb).

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