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Are you talking about the numerical discrepancies here? I wouldn't worry about them too much for single precision results. There's nothing magical about 0.0001 as an error threshold and changing this tolerance to 0.0002 would fix this error. I imagine it is all to do with the floating point flags used for the compile. I always use -fast_math for performance on g++ but it does affect precision in certain situations. VC uses different flags and will give different answers. It's interesting (but sadly unsurprising) that g++ on other Intel platforms such as MacOSX gives different results.
mingw is actually a very useful port for ODE for those of us who use Qt. It means that you can compile your code on Windows without installing anything other than the Qt developers kit which saves quite a bit of time and aggravation.
Cheers
Bill
It built boxstack and basket but then failed with loads of errors (looked like OPCODE and Ice, whatever that is).There was an issue where gnumake couldn't find libstdc++ which required hacking of some files.
It also produced .a and .la files, not the .lib files I was expecting..
Point is it didn't work and the out of date documentation advises you to use VS which I didn't have.And a quick browse of the email archives for this list shows how common build problems are. It's been said that you don't care about correcting non-critical issues. Providing binaries will allow people to get on with their work instead of messing about with BS like this. Other projects like AntTweakBar and GLFW provide binaries.
mingw is actually a very useful port for ODE for those of us who use Qt. It means that you can compile your code on Windows without installing anything other than the Qt developers kit which saves quite a bit of time and aggravation.
Cheers
Bill
Just download MinGW and install it with setup that's included with it.I included content of my make script at the end off the output (did you read that carefully till the end?). It is necessary to define environment variables to point to MinGW's includes and libraries since usually they do not exist at all or point to respective folders of Visual Studio (which will not work, of course).
Well, *.a are fine for using with g++ of MinGW. This is what one is expected to get. You will not be able to use those static libraries with Visual Studio anyway. You can use DLLs at most.
----- Original Message -----From: Danny PriceSent: 3 лютого 2012 р. 13:41Subject: Re: [ode-users] ode binaries for OSX and Windows
----- Original Message -----From: Danny PriceSent: 3 лютого 2012 р. 13:49Subject: Re: [ode-users] ode binaries for OSX and Windows
----- Original Message -----From: Danny PriceSent: 3 лютого 2012 р. 14:30Subject: Re: [ode-users] ode binaries for OSX and Windows
I'm not sure why anyone would want single-precision builds. That seems like a hold over from game consoles. I don't think it's relevant anymore.
Mac is exclusively 64bit now so that removes another configuration.
With exceptions vs without exceptions? If you're not using C++ exceptions by now then you deserve to build this thing manually.
QNX? I doubt anyone is seriously using ODE for RT development anymore. If they are, they probably need to make other build adjustments.
Single precision is used to decrease amount of data with trimeshes. Memory is a relatively slow resource and it reaaly matters if you can fit your working data set into CPU cache or not.
Mac is exclusively 64bit now so that removes another configuration.So, anybody who does not have latest Mac is off the boat?
With exceptions vs without exceptions? If you're not using C++ exceptions by now then you deserve to build this thing manually.With and without exceptions was already discussed here long ago. That's a holywar nobody can win. Exceptions make code much heavier and I personally do not use them in the project.
QNX? I doubt anyone is seriously using ODE for RT development anymore. If they are, they probably need to make other build adjustments.Well, I do. :-DOther that having RT capabilities, QNX is just a regular OS like any other. And possibility to have processes in RT does not force you to resign from having a simulation running at lower priority.
----- Original Message -----From: Danny PriceSent: 3 лютого 2012 р. 15:14Subject: Re: [ode-users] ode binaries for OSX and Windows
I'm confused - this is ODE we're talking about. It has a C++ core and a C interface which cannot, by it's nature, emit exceptions. Is this flag used to turn on internal exceptions? Whether or not the end user chooses to use exceptions in their code is irrelevant.
2) Why must I fear unexpected exceptions coming out of ODE at any time?
----- Original Message -----From: Danny PriceSent: 3 лютого 2012 р. 15:58Subject: Re: [ode-users] ode binaries for OSX and Windows
Well, on Windows you are also likely to get Access Violation, Stack Overflow, Numeric Division by Zero, Math Operation Faults - all in form of exception.
----- Original Message -----From: Danny PriceSent: 3 лютого 2012 р. 16:07Subject: Re: [ode-users] ode binaries for OSX and Windows
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Just quoted that to emphasize. There is no code inside ODE to recover
from an exception thrown, say, from the collision callback. You could
end up with just half of your bodies/geoms updated, as ODE operations
are not commit/rollback.
You can throw all exceptions you want in the application, just don't do
it from a callback being called by ODE.
--
Daniel K. O.
----- Original Message -----From: Danny PriceSent: 3 лютого 2012 р. 13:58Subject: Re: [ode-users] ode binaries for OSX and Windows