i always had it.
And the funny thing is:
The programm itself doesnt stop working, just ODE.
MAybe there are toooo many collision points?
Cause when you spawn them, the are placed near to each other. so when one collides, it releases a chain reaction. Resulting in 30 entities colliding on lots of different points.
As long as ODE entitys are placed on different places in the level(and not a bunch of 30 sticking together) its working.
My conclusion is the result of what i have seen.
When all object are sticking and not moving(means stuck bug already occured), i spawn a ball, it falls down, and as soon as it collides with something: STUCK/FREEZE of this entity.
I have seen this problem long time ago in another demo(i didnt wrote).
There i had been able to spawn lots of balls. After spawning to many balls, the ODE got stuck(maybe lowering max collision points?)
Oh and iam happy to say:
Think i got it improved again.
I went from 30 updates a sec(mainhigh), to 20(main) and now iam at 15 updates a second for the physic entities, with a much more fluid movement(changed the interpolation).
Less bandwidth, much more fluid in movement

. I'll test it tommorow on the internet with friends.
I think iam getting close to what i need.
Oh and if someone wonders why those entites are green/red:
Green means: Currently sending data to the clients
RED means: nothing sending, because iam not moving fast enough(dont want to spam the bandwidth^^)
EDIT:
oh and can someone tell me: entity skills, VAR, FLOAT? which type?
GReets
Rackscha