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EDIT: Read it and interestingly enough, it's apperantly headed in the same O(n) direction Newton is supposedly already on...did I read that right?


Hard to say, since Mr Jerez does not explain how his algorithm works, which IMO makes stability and accuracy claims somewhat dubious.
I am assuming that the O(n*log(n)) is number of total constraints thrown in and not number of constraints per island or something else. The other interesting thing to look at (and again, no documentation or source) would be behavior with near-singular matrices.
Here are some black box box stacking speed comparisons (please note that "Stepfast1" is currently in GameStudio Beta, Quickstep is scheduled for Fall 2004): http://q12.org/pipermail/ode/2004-May/012851.html

Some general information about ODE: http://ode.org/ode-0.039-userguide.html and the Stepfast1 explanation: http://ode.org/ode-0.039-userguide.html#ref58

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I get the picture, the user would think that the game ACTUALLY has a physics engine, when it's really one object per microsecond. This is because the human brain cant pick out what happens every microsecond of time, thus giving the illusion of a real physics engine. Sorry if I'm being too repetitive.



That was the idea behind George's code. However, it does not work thar way since the object's velocity is reset to 0 whenever you switch objects. That prevents continuous motion. A better way would be to switch objects once it no longer moves or at least have longer switching cycles.

Last edited by Marco_Grubert; 05/24/04 06:46.