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Using "Open Dynamics Engine"
#447118
11/17/14 19:03
11/17/14 19:03
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Joined: Aug 2011
Posts: 133 Germany, Supergeheimes Hinter-...
gameplan
OP
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OP
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Joined: Aug 2011
Posts: 133
Germany, Supergeheimes Hinter-...
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Hi,
I need to simulate a robot for a study-project. After evaluating serveral possibilities/softwares, I ended up at the Open Dynamics Engine (ODE) by Russel Smith, which is used often in robotics. (It is important to use a physics-engine, because I need the support of friction. This is why modelling my robot in MATLAB/SIMULINK wont work.)
Is there any possibility to use ODE instead of Physx? Or otherwise, do you have any better ideas for my purpose? Is there maybe a better software to use with ODE? (I think it is easier to use ODE with Gamestudio than with its own drawstuff-functions or OpenGL or with some other software like Webots...)
Thanks.
Last edited by gameplan; 11/17/14 20:23.
Version: A8 free OS: Windows 10
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Re: Using "Open Dynamics Engine"
[Re: Slin]
#447120
11/17/14 20:34
11/17/14 20:34
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Joined: Aug 2011
Posts: 133 Germany, Supergeheimes Hinter-...
gameplan
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Joined: Aug 2011
Posts: 133
Germany, Supergeheimes Hinter-...
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ODE is very good for robotics, it is fast, accurate and stable (and easy!). Physx is just suitable for videogames, because it isn't physically correct. For example, Physx (and also Havok) ignore coriolis-forces in dynamics.
Last edited by gameplan; 11/17/14 20:39.
Version: A8 free OS: Windows 10
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Re: Using "Open Dynamics Engine"
[Re: gameplan]
#447122
11/18/14 07:58
11/18/14 07:58
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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gamestudio a6 was ODE only i guess but it does not support lite-c.
I doubt you can find any up-to-date engine with ode support, so if ode is a must-have for your project you can write an ode plugin for a8
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Re: Using "Open Dynamics Engine"
[Re: sivan]
#447125
11/18/14 08:37
11/18/14 08:37
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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the thing you need to remember is that even though gamestudio supported open dynamics engine (wich is a game orientated physics dynamics engine in gamestudio most likely per implementation)
you would not have access to the most lower functions in ode because the plugin were most likely written to keep it as simple as possible for gaming purposes in gamestudio so I think you are going to find that you cannot access functions that actually enables/disabled most of the advanced functionality of ode , I could be wrong but just a heads up ..
when ode suppots something it doesn't mean that gamestudio implemented it .
the best way to get down to advanced functionality if it's unsupported by gamestudio is to write the plugin yourself ..
if you really are trying to be scientific about all of this you need to reconsider your approach in engine/physics choice , most advanced simulations usually do not make use of game engines (not the normal kind anyway) .
Last edited by Wjbender; 11/18/14 08:45.
Compulsive compiler
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