Talk:Getting Help
From ODE Wiki
What is the status of the ODE web-forum at http://ode.petrucci.ch/ ? I only use the mailing-list, so I don't know. What's the traffic? What's the technical level, compared to the mailing-list? --Jlargentaye 03:06, 13 April 2006 (PDT)
ODE BSP
I am not sure I post this in the right spot.!!! I have integrated ODE in an engine using Getic BSP. I created a 'world, space' collision context for the entire BSP. With the increse of BSP thinks got slow so I build a 'world-space' for each leaf polygons (BSP is convex leafy).
Now I collide the object only with the leaf's 'world-space' context.
With the small BSP's I have no problems but if the BSP have the number of leafs (>500) the process eats lot's of memory and processor time.
Because destroying and rebuilding (world, space) structures with the new set of triangles is slow, I would like to have one colision context (world, space) already created and cached, then to updated each time the player moves from one BSP leaf to another with the new leaf triangles, or each frame, perhaps with the potentially coliding triangles.
A moving AABB in the BSP; collision routine can get out of the BSP for a tree of 500 leafs and 20000 polygons all potential coliding polygons/triagles in few iterations and in the most worst case scenario returns maximum 8 triagles. I would like to set at runtime 8 triagles in the ODE[world,space] without destroying and rebui,ding these data structures then let ODE to deal with it.
Thank you.

