Search found 30 matches
- Thu Sep 22, 2011 6:02 pm
- Forum: Questions and Help
- Topic: Center of gravity
- Replies: 1
- Views: 1803
Center of gravity
Is there a way to change the center of gravity of an Entity? I have some cylinders that I would very much like to have their center of gravity on the bottom rather in the center.
- Fri Sep 16, 2011 4:28 pm
- Forum: Questions and Help
- Topic: Having one object push another
- Replies: 4
- Views: 2964
Re: Having one object push another
Since my pushers are moving over time, I created a timer that I am incrementing by TimeStepDuration each time I get the DuringForcesUpdateables.Starting event.
The pushers work wonderfully now, thanks!!!
The pushers work wonderfully now, thanks!!!
- Fri Sep 16, 2011 3:56 pm
- Forum: Questions and Help
- Topic: Having one object push another
- Replies: 4
- Views: 2964
Re: Having one object push another
Is there an event I can subscribe to, so I can properly update the goal with each timestep? Or should I update my Space one timestep at a time manually?
- Fri Sep 16, 2011 3:26 pm
- Forum: Questions and Help
- Topic: Having one object push another
- Replies: 4
- Views: 2964
Having one object push another
I am having some difficulties with getting one Entity to push another.
Even with the bounciness set to 0, the pushing object tends to send the stationary object flying with quite a large amount of velocity. My pusher is a Box prefab being moved by an EntityMover.
Even with the bounciness set to 0, the pushing object tends to send the stationary object flying with quite a large amount of velocity. My pusher is a Box prefab being moved by an EntityMover.
- Thu Jul 28, 2011 4:22 pm
- Forum: Questions and Help
- Topic: Best way to "skip" to results
- Replies: 1
- Views: 1853
Best way to "skip" to results
Is there a good way to "skip" a physics simulation? As an example, after a user throws a bowling ball to do all the physics up front, and go directly to the results of which pins are knocked down. Currently I am running the Space.Update in a loop, but this is proving to be too slow in seve...
- Wed Jul 13, 2011 5:20 pm
- Forum: Questions and Help
- Topic: Bouncing angles
- Replies: 2
- Views: 2473
Re: Bouncing angles
That did the trick, it was indeed a result of the friction.
- Wed Jul 13, 2011 2:58 pm
- Forum: Questions and Help
- Topic: Bouncing angles
- Replies: 2
- Views: 2473
Bouncing angles
We are currently having an "issue" where the angles at which our object is bouncing off of walls is not ideal. The current result looks similar to this: bouncy.png The desired result is something more like this, where the angle of reflection isn't so different from the angle of incidence. ...
- Fri Jun 24, 2011 8:17 pm
- Forum: Questions and Help
- Topic: Newton's Cradle
- Replies: 11
- Views: 6507
Re: Newton's Cradle
Ok, so I think we settled on a solution I'm happy with now.
In addition to tuning the Inertia, I created a SingleEntityAngularMotor to push the objects back to their default orientation. It still allows for some rotation, but ultimately the objects end up sitting flat.
In addition to tuning the Inertia, I created a SingleEntityAngularMotor to push the objects back to their default orientation. It still allows for some rotation, but ultimately the objects end up sitting flat.
- Fri Jun 24, 2011 6:38 pm
- Forum: Questions and Help
- Topic: Newton's Cradle
- Replies: 11
- Views: 6507
Re: Newton's Cradle
Would it be possible to move the impact point when a collision is detected based on which objects are colliding?
- Thu Jun 23, 2011 8:53 pm
- Forum: Questions and Help
- Topic: Newton's Cradle
- Replies: 11
- Views: 6507
Re: Newton's Cradle
I have the time step ( 90 hz ) about as low as the frame rate will support.
What shape would you recommend I use instead of a Cylinder?
What shape would you recommend I use instead of a Cylinder?
- Thu Jun 23, 2011 7:32 pm
- Forum: Questions and Help
- Topic: Newton's Cradle
- Replies: 11
- Views: 6507
Re: Newton's Cradle
Two cylinders colliding with each other on a flat surface. When they collide sometimes (but not all the time) they flip over.
I don't want to completely disable rotational inertia on them though.
I don't want to completely disable rotational inertia on them though.
- Thu Jun 23, 2011 6:01 pm
- Forum: Questions and Help
- Topic: Newton's Cradle
- Replies: 11
- Views: 6507
Re: Newton's Cradle
Is there a way to prevent the objects from flipping up when they collide though?
- Thu May 26, 2011 8:39 pm
- Forum: Questions and Help
- Topic: Issues with sliding objects
- Replies: 18
- Views: 9519
Re: Issues with sliding objects
It can sometimes look like a sudden shift in direction while the object is sliding. Previously with the un-shared vertices the object would catch on it's front edge and flip up. It does not appear to be doing that anymore, it's now much more subtle.
Contacts? Where do I access those?
Contacts? Where do I access those?
- Thu May 26, 2011 7:33 pm
- Forum: Questions and Help
- Topic: Issues with sliding objects
- Replies: 18
- Views: 9519
Re: Issues with sliding objects
I made some configurations to match the settings in the demos. I still get the occasional frame rate dip, but it is currently running pretty solid with a 1/60 timestep. I am still seeing the occasional weird collision with triangles in the surface. I'm not convinced this is a result of the settings ...
- Wed May 25, 2011 4:16 am
- Forum: Questions and Help
- Topic: Issues with sliding objects
- Replies: 18
- Views: 9519
Re: Issues with sliding objects
Just as a quick experiment, I tried setting the timestep to even lower at 1/120. There was absolutely no jitter as a result. Unfortunately, I do get some serious frame rate issues on the Windows Phone device when lowering my timestep past even 40. Particularly when there are several objects collidin...