You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The current implementation of rugged terrains is broken.
ODE is afflicted by some serious bugs which make uneffective loading the terrain from an heighfield image (for understanding what an heightfield is check this nice OpenSceneGraph example http://osghelp.com/?p=163).
In many unpredictable cases, objects will fall through the terrain when this is specified using an heightfield.
For the groups that have chosen to work with rugged terrains, it would be good to come up with alternative ideas (e.g. one simple thing that might just work is to implement a rugged terrain as a number of fixed "cubes" that acts as different terrain levels).
As before, if someone could contribute code for this it would be highly appreciated
.
The text was updated successfully, but these errors were encountered:
Not yet, one (relatively) simple way to do it might be to use solid immovable shapes (boxes mainly) to generate rugged terrains at different elevations.
The current implementation of rugged terrains is broken.
ODE is afflicted by some serious bugs which make uneffective loading the terrain from an heighfield image (for understanding what an heightfield is check this nice OpenSceneGraph example http://osghelp.com/?p=163).
In many unpredictable cases, objects will fall through the terrain when this is specified using an heightfield.
For the groups that have chosen to work with rugged terrains, it would be good to come up with alternative ideas (e.g. one simple thing that might just work is to implement a rugged terrain as a number of fixed "cubes" that acts as different terrain levels).
As before, if someone could contribute code for this it would be highly appreciated
.
The text was updated successfully, but these errors were encountered: