Search found 3 matches
- Wed Jun 01, 2011 4:46 am
- Forum: Questions and Help
- Topic: Futuristic Racing Game
- Replies: 10
- Views: 7026
Re: Futuristic Racing Game
CollisionMargins increased. We already 'fake' the reaction to collisions with walls and other ships using ".CollisionInformation.Events.ContactCreated += new ContactCreatedEventHandler<EntityCollidable>..." along with ".CollisionRules.Personal = CollisionRule.NoSolver;" and then ...
- Wed Jun 01, 2011 3:06 am
- Forum: Questions and Help
- Topic: Futuristic Racing Game
- Replies: 10
- Views: 7026
Re: Futuristic Racing Game
Just moved to development fork, which may have made some improvement. Increasing the suspension length helped reduce the number of bouncy collisions at low speed. The ship is about 8x4x2 units and the StaticMesh triangles are also a decent size. The collisions are probably realistic as the convex hu...
- Tue May 31, 2011 10:29 pm
- Forum: Questions and Help
- Topic: Futuristic Racing Game
- Replies: 10
- Views: 7026
Re: Futuristic Racing Game
Thanks for all the help. Our original problem was partly that we didn't know much about game physics, and have since learnt a lot from your forum posts in various threads. We implemented our ship using raycasts to find the distance above/below the track from the four corners of our ship. We then app...