Search found 3 matches
- Sat Nov 08, 2014 11:13 pm
- Forum: Questions and Help
- Topic: Controlling Velocity Interaction (Or controlling entities)
- Replies: 5
- Views: 4493
Re: Controlling Velocity Interaction (Or controlling entitie
Thank you for the response, I saw this as soon as you posted but I have not had a chance to do anything this week and the half of last. Tackling it now. It sounds like there is inconsistent winding in the mesh. One-sided triangle collision uses winding to determine which direction is 'out'. Collidin...
- Thu Oct 30, 2014 12:02 pm
- Forum: Questions and Help
- Topic: Controlling Velocity Interaction (Or controlling entities)
- Replies: 5
- Views: 4493
Re: Controlling Velocity Interaction (Or controlling entitie
Hi Norbo, Meshes use the index buffer of a mesh to determine connectivity. If the index buffer does not imply that an edge is shared between two triangles, the collision system will treat the triangles as separate. This makes the border between triangles act like a bump, since objects can hit the ed...
- Wed Oct 29, 2014 1:44 pm
- Forum: Questions and Help
- Topic: Controlling Velocity Interaction (Or controlling entities)
- Replies: 5
- Views: 4493
Controlling Velocity Interaction (Or controlling entities)
I'm having difficulty controlling the way entities interact with each other. I need to have entities in my game that move at constant velocities (such as the player and some enemies/npcs, dynamic or not) interact with each other, and some other (dynamic) entities (not moved by editing the velocities...