The Open Dynamics Engine (ODE), Copyright (C) 2001-2007 Russell L.Smith.
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Dreamcast port (0.11.1) by Indiket.

ODE is a collision and physics simulation library. It comes in various flavours to cross-compile to different systems. With ODE, also it comes the OPCODE library (a collision detection one).

For Dreamcast, I have used the following options:
- Static library.
- Debug symbols is DISABLED.
- TRIMESH: Opcode (is the default one, so no GIMPACT Trimesh)
- By default in 0.11.1, the new trimesh collider is active.
- Using 16 bit indices when using trimeshes (default is 32 bits). Should speed up a bit.
- Using Single precision math.

Single precision is much faster and uses less memory but you might encounter more numerical errors. The double precision was suggested as you would have more accuracy and stability, the downside is that it works a bit slower. 

What is not compiled:
- drawstuff: none (this library is only used to show demos on W32/X11)
- No OU library (not needed, KOS is fine).
- No demos and no tests.

This is the dGetConfiguration() output:
ODE 
ODE_EXT_no_debug
ODE_EXT_trimesh 
ODE_EXT_opcode 
ODE_OPC_16bit_indices 
ODE_OPC_new_collider 
ODE_single_precision


If you build the package, two libraries will be created: libODE_0111.a and libOPCode_0111.a.
OPCode library works with ODE library, but does not replace ODE library.

To compile the libraries:
>> make -f Makefile_ode
>> make -f Makefile_opcode 
Make sure you have a modern KOS (1.3.x). Older ones should work, too.

Remember to copy /includes/ode and /includes/opcode folders into your INCLUDES folder!

Have fun!

Indiket. (15-01-2011).

