Search found 20 matches
- Wed Oct 26, 2011 2:34 am
- Forum: Questions and Help
- Topic: Constraints remove when involved entity is removed?
- Replies: 10
- Views: 9428
Re: Constraints remove when involved entity is removed?
Well I'll be waiting!!! Ha, and yeah no problem you certainly deserve it.
- Tue Oct 25, 2011 10:47 pm
- Forum: Questions and Help
- Topic: Constraints remove when involved entity is removed?
- Replies: 10
- Views: 9428
Re: Constraints remove when involved entity is removed?
Blah but if they're private then I can't track their development!!!
haha

- Tue Oct 25, 2011 7:14 am
- Forum: Questions and Help
- Topic: Constraints remove when involved entity is removed?
- Replies: 10
- Views: 9428
Re: Constraints remove when involved entity is removed?
Yes it does use a fixed grid system for the vehicle. Thanks for such a thorough reply as always, this idea is so much simpler than the stuff I had in mind and I feel like an idiot for not thinking of it myself. Once again thanks for the always fast and super informative posts, by far the best suppor...
- Tue Oct 25, 2011 5:00 am
- Forum: Questions and Help
- Topic: Constraints remove when involved entity is removed?
- Replies: 10
- Views: 9428
Re: Constraints remove when involved entity is removed?
Okay thanks, very good to know. Now I have another more general programming question, that definitely goes beyond the scope of the library but you seem really good at figuring out these kinds of issues so maybe you can help. Feel free to ignore this since it is pretty much completely irrelevant to t...
- Tue Oct 25, 2011 3:29 am
- Forum: Questions and Help
- Topic: Constraints remove when involved entity is removed?
- Replies: 10
- Views: 9428
Constraints remove when involved entity is removed?
Quick question today, when you create a constraint, for example between entA and entB, and then you remove entA from the space, does the constraint still exist in the space? Or does it need to be removed manually?
- Mon Oct 17, 2011 10:25 pm
- Forum: Questions and Help
- Topic: Suggestions On Wheel Steering Implementation
- Replies: 2
- Views: 3008
Re: Suggestions On Wheel Steering Implementation
Yeah that does look a lot easier to manage, but I I would like to get the visual of the middle component revolving on it's axis. I suppose I could just parent the model's Y rotation to that of the wheel and just set up the wheel using the SwivelHinge. Thanks.
- Mon Oct 17, 2011 5:58 am
- Forum: Questions and Help
- Topic: Suggestions On Wheel Steering Implementation
- Replies: 2
- Views: 3008
Suggestions On Wheel Steering Implementation
So I've hit a brick wall in my game that I can't seem to get past. The wheel "component" for my block based vehicle consists of a caster type wheel, made up of two RevoluteJoint constraints, as depicted below. http://i5.photobucket.com/albums/y192/BobMa/2011-10-17_0051.png I was able to ge...
- Wed Oct 05, 2011 2:55 am
- Forum: Questions and Help
- Topic: Optimizing Block Based Multi-Body Vehicle
- Replies: 10
- Views: 8068
Re: Optimizing Block Based Multi-Body Vehicle
So I feel dumb asking such a general question here, but I can't seem to find help on this any where else or figure it out on my own.
How do I use the latest revision? Like integrate it like the .DLL was? I can't seem to figure this out for the life of me...
How do I use the latest revision? Like integrate it like the .DLL was? I can't seem to figure this out for the life of me...
- Wed Oct 05, 2011 1:18 am
- Forum: Questions and Help
- Topic: Optimizing Block Based Multi-Body Vehicle
- Replies: 10
- Views: 8068
Re: Optimizing Block Based Multi-Body Vehicle
I think I compiled a .DLL with the given source code and am using that, but knowing my luck I messed something up with that. I'll hook it up with TortoiseHg and verify that I have the latest revision and let you know if it fixes the low constant instability. But like I said, I've been doing a lot of...
- Wed Oct 05, 2011 12:53 am
- Forum: Questions and Help
- Topic: Optimizing Block Based Multi-Body Vehicle
- Replies: 10
- Views: 8068
Re: Optimizing Block Based Multi-Body Vehicle
Yes I *think* I've upgraded to the latest version. Is there an easy way to verify? I'm a little new to compiling libraries and such so maybe I messed something up, and somehow left the old library behind? Lots of testing have so far shown that the low values were super unstable, and these new really...
- Wed Oct 05, 2011 12:38 am
- Forum: Questions and Help
- Topic: Optimizing Block Based Multi-Body Vehicle
- Replies: 10
- Views: 8068
Re: Optimizing Block Based Multi-Body Vehicle
Well on a whim (and going against your advice) I set both constants to 200,000. This yields so far extremely stable vehicles, even with many parts and after twisting the vehicle around and applying much force to it. I'm going to stick with this value for the time being and do some more testing.
- Tue Oct 04, 2011 11:14 pm
- Forum: Questions and Help
- Topic: Optimizing Block Based Multi-Body Vehicle
- Replies: 10
- Views: 8068
Re: Optimizing Block Based Multi-Body Vehicle
Okay well... I've implemented it into my program and it starts out fairly stable, and then proceeds to freak out per usual, if anything more violently than before. Just my luck ha. Here's my code: public void WeldVehicle() { for (int i = 0; i < VehicleMaxDim; i++) { for (int j = 0; j < VehicleMaxDim...
- Tue Oct 04, 2011 5:23 am
- Forum: Questions and Help
- Topic: Measure of mass
- Replies: 5
- Views: 4660
Re: Measure of mass
I think you can just use 10 for the mass, and then base everything around that. Norbo will correct me if I'm wrong but I believe everything is relative. If you want a 10 pound box to be carried by a 200 pound wagon, make the mass of the box 10 and the wagon 200. As long as you are consistent between...
- Mon Oct 03, 2011 6:52 am
- Forum: Questions and Help
- Topic: Optimizing Block Based Multi-Body Vehicle
- Replies: 10
- Views: 8068
Optimizing Block Based Multi-Body Vehicle
So I'm creating a game that involves designing and building vehicles from block based components, each block existing as it's own body and needing to interact with the world. The video demonstrates this: http://www.youtube.com/watch?v=hh96ayBmTRg&feature=player_embedded Currently I weld all the ...
- Sun Oct 02, 2011 10:49 pm
- Forum: Questions and Help
- Topic: Removing collisions between all objects in single group.
- Replies: 2
- Views: 2771
Re: Removing collisions between all objects in single group.
Bah I'm an idiot, I saw that setting collision rules between groups required two groups and just assumed that it only worked between 2 separate groups, and not just one if you set both groups to the same. I spent like 30 minutes looking through the documentation for something that did it all within ...