Search found 9 matches
- Sat Feb 14, 2009 2:07 am
- Forum: Questions and Help
- Topic: Kinematic Character Controller
- Replies: 8
- Views: 7142
Re: Kinematic Character Controller
It looks like the problem was my fault. My mesh worked fine in the demo code when I went to make a reproduction so I looked more carefully, and with my character, I had made his body too short compared to his radius and step height. What's odd is that he walked around for a while but then got stuck ...
- Fri Feb 13, 2009 3:30 am
- Forum: Questions and Help
- Topic: Kinematic Character Controller
- Replies: 8
- Views: 7142
Re: Kinematic Character Controller
Hi, I've decided to resurrect this old post because I am having trouble with the current character controller. It works well on the demo, but always gets stuck on my triangle mesh objects. I think it thinks its airborne after a while and wont respond to movement even though its very close to the gro...
- Wed Jan 21, 2009 2:16 am
- Forum: Questions and Help
- Topic: User controlled entities?
- Replies: 2
- Views: 3710
Re: User controlled entities?
Wow, that works great! I had been using move so that was the issue with getting wierd collisions. I didn't realize that static entities paid attention to their velocities. Now other dynamic entities can even remain stable on platforms while they are under constant velocity. In case anyone else tries...
- Tue Jan 20, 2009 7:21 am
- Forum: Questions and Help
- Topic: User controlled entities?
- Replies: 2
- Views: 3710
User controlled entities?
Is there support for user controlled entities? By this, I mean entities that the user can tell to move around resulting in them pushing other dynamic entities, but they are unaffected as though they have innfinite mass. I know PhysX calls these kinematic actors and, I think, Havok calls them keyfram...
- Thu Dec 11, 2008 4:08 am
- Forum: Questions and Help
- Topic: What are allowed penetration and default margin?
- Replies: 1
- Views: 4084
What are allowed penetration and default margin?
Can you explain, generally, these two settings and how they are used? I am playing around with a scene involving heightmap terrain, static triangle geometry (from a model), and some simulated primitives. I can notice obvious spacing between the objects when they are resting on each other. Should I a...
- Fri Dec 21, 2007 2:55 am
- Forum: Questions and Help
- Topic: turning off gravity for certain entities
- Replies: 7
- Views: 9802
Re: turning off gravity for certain entities
Its not a big deal that it doesnt work, i'm just playing around with different physics driven features that i could add to my game. I was thinking of having orbs kind of like the ones in Portal (if you've played that). Those seem to bounce pretty accurately, but I have no idea if those are physics e...
- Thu Dec 20, 2007 7:07 am
- Forum: Questions and Help
- Topic: turning off gravity for certain entities
- Replies: 7
- Views: 9802
Re: turning off gravity for certain entities
So after playing with this some more, I noticed that objects tend to drift. I have a ball that defies gravity using the method above and bounces back and forth between two cubes. I don't think that gravity is the problem because I tried turning it off and sill got the drift. Is this an inaccuracy of...
- Tue Dec 18, 2007 9:33 am
- Forum: Questions and Help
- Topic: turning off gravity for certain entities
- Replies: 7
- Views: 9802
Re: turning off gravity for certain entities
i actually considered trying something like that, but thought i'd make sure there was no property that i missed first. so i just tried it and it seems to work fine.
- Tue Dec 18, 2007 1:28 am
- Forum: Questions and Help
- Topic: turning off gravity for certain entities
- Replies: 7
- Views: 9802
turning off gravity for certain entities
thanks, so much for this physics engine. so far it has been very straight forward to use in my simple marble rolling game (and im a beginner to game programming).
my question is, is there a way to have some objects affected by gravity and others not in the same space?
my question is, is there a way to have some objects affected by gravity and others not in the same space?