Search found 57 matches
- Fri Mar 07, 2014 3:18 am
- Forum: Questions and Help
- Topic: Arrow physics revisited
- Replies: 2
- Views: 3631
Re: Arrow physics revisited
Hmm, alright. I was hoping there'd be a less manual way that didn't involve keeping track of such details. I'll go with making them kinematic for now and give the cell-list thing a try. Thanks for the suggestions Norbo.
- Fri Mar 07, 2014 2:08 am
- Forum: Questions and Help
- Topic: Arrow physics revisited
- Replies: 2
- Views: 3631
Arrow physics revisited
Hey Norbo. I asked a question a while ago about making an arrow that sticks into the ground and got it working pretty well at the time. I'm now revisiting it though and want to get some additional features working. Previously I was removing the arrow's physics entity upon collision so it would stay ...
- Sat Jan 25, 2014 3:39 am
- Forum: Questions and Help
- Topic: Question about using the DynamicHierarchy
- Replies: 5
- Views: 5821
Re: Question about using the DynamicHierarchy
Alright, thanks for the help as always Norbo.
- Thu Jan 23, 2014 9:04 am
- Forum: Questions and Help
- Topic: Question about using the DynamicHierarchy
- Replies: 5
- Views: 5821
Re: Questing about using the DynamicHierarchy
Ok, I'll go with the separate DynamicHierarchy then. If the entities never move, does that mean I don't have to call update on the DynamicHierarchy?
- Thu Jan 23, 2014 2:46 am
- Forum: Questions and Help
- Topic: Question about using the DynamicHierarchy
- Replies: 5
- Views: 5821
Question about using the DynamicHierarchy
I've been digging around looking at the DynamicHierarchy class and I'm wondering if it'll be a good solution to my problem. My world is divided up into sections called regions which are laid out in an infinite grid and loaded/unloaded as the player moves around. The regions contain entities which ca...
- Thu Oct 24, 2013 8:50 pm
- Forum: Questions and Help
- Topic: Entities standing on top of each other
- Replies: 11
- Views: 11856
Re: Entities standing on top of each other
Any ideas on why the character is still able to apply force while standing on another entity? I thought setting those 3 max force variables to 0 would prevent that
- Wed Oct 23, 2013 5:07 am
- Forum: Questions and Help
- Topic: Entities standing on top of each other
- Replies: 11
- Views: 11856
Re: Entities standing on top of each other
I set them to 0, I can still manage to stay on top of an entity though. I think the delay might be from the net code. if(SupportFinder.HasTraction && supportData.SupportObject.Tag is CharacterSynchronizer) { Body.LinearVelocity += Body.OrientationMatrix.Forward * 10; if(maxair == 0) { maxair...
- Wed Oct 23, 2013 2:38 am
- Forum: Questions and Help
- Topic: Entities standing on top of each other
- Replies: 11
- Views: 11856
Re: Entities standing on top of each other
Well my world scale is about 10x bigger than the default so that force isn't that huge actually. And I have the air force increased because otherwise players just kind of lose all velocity mid-air and drop straight down, making long-jumps pretty much impossible. Also I moved the code up to right aft...
- Wed Oct 23, 2013 1:14 am
- Forum: Questions and Help
- Topic: Entities standing on top of each other
- Replies: 11
- Views: 11856
Re: Entities standing on top of each other
Ok I added this to the IBeforeSolverUpdateable.Update on the CharacterController: if(SupportFinder.HasTraction && supportData.SupportObject.Tag is CharacterSynchronizer) { Body.LinearVelocity += Body.OrientationMatrix.Forward * 100; SupportFinder.ClearSupportData(); supportData = new Support...
- Tue Oct 22, 2013 11:40 pm
- Forum: Questions and Help
- Topic: Entities standing on top of each other
- Replies: 11
- Views: 11856
Re: Entities standing on top of each other
For #1: The comment on the Maximum*Force properties says it controls how much force the character can exert in those situations. Wouldn't setting it to 0 make the entity's just get stuck on top of each other?
For #2: How do I detect this situation so I can apply the force?
For #2: How do I detect this situation so I can apply the force?
- Tue Oct 22, 2013 10:37 pm
- Forum: Questions and Help
- Topic: Entities standing on top of each other
- Replies: 11
- Views: 11856
Entities standing on top of each other
I'm using the CharacterController for my NPCs and players and because of the design of the game, there are often a lot of creatures that are small enough to be able to jump on top of. I'd like to make it so this doesn't happen and that instead entities just slide off really quick. The same should al...
- Wed Jun 12, 2013 9:27 pm
- Forum: Questions and Help
- Topic: Strange physics object movement
- Replies: 12
- Views: 10192
Re: Strange physics object movement
Well that fixed it! Sneaky breaking changes... Thanks for the help Norbo
- Wed Jun 12, 2013 5:14 am
- Forum: Questions and Help
- Topic: Strange physics object movement
- Replies: 12
- Views: 10192
Re: Strange physics object movement
Hmm, well I think I know why that is: I updated my sharpdx version. When I switched back to the version the demo shipped with, the issue seems to go away (the boxes still sometimes do a backflip on spawning but its no where near as crazy as before). That would explain why this bug suddenly appeared ...
- Wed Jun 12, 2013 2:18 am
- Forum: Questions and Help
- Topic: Strange physics object movement
- Replies: 12
- Views: 10192
Re: Strange physics object movement
It's not that rare. I can usually get it to happen within a minute or two. It only took me 40s to get it to happen that time. The box just needs to be spawned intersecting the StaticMesh
- Wed Jun 12, 2013 1:30 am
- Forum: Questions and Help
- Topic: Strange physics object movement
- Replies: 12
- Views: 10192
Re: Strange physics object movement
Hmm, I'm still able to reproduce it after having applied the suggested fixes. Heres a video of it: