Search found 172 matches
- Thu Apr 05, 2012 3:24 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
So, the other problem I'm having is I have a machine that's basically a platform with some rollers on it, and when you activate it it rotates 90 degrees. However, I can't get the rollers and the platform to stay synced, because whenever I have a tube in a machine I do some special handling to make i...
- Thu Apr 05, 2012 2:10 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
Riiiiight.... I assumed you meant from the initial values.
- Thu Apr 05, 2012 1:56 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
The stiffness is zero... I'm thinking making the damping zero is not going to help.Norbo wrote:Decreasing damping and stiffness together (by the same factor to maintain the ratio).
- Thu Apr 05, 2012 1:02 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
A fully constant correction speed can be achieved by settings BaseCorrectiveSpeed to the desired speed and setting the StiffnessConstant to 0. The DampingConstant can be decreased to make the constraint more violable if desired. Another option is to keep BaseCorrectiveSpeed at 0, but to set the Max...
- Wed Apr 04, 2012 7:18 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
Alright, I'll keep that in mind... My ideal spring doesn't really reach the goal as fast as possible; but rather it keeps a uniform velocity as much as possible. Machines that reach the goal really fast look kind of silly. To achieve this, would you recommend decreasing stiffness without decreasing ...
- Wed Apr 04, 2012 4:08 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
Noted and fixed for the next versiong. :) You're a funny man. Anyway, I pretty much got everything to work, but I need some help tweaking the SingleEntityLinearMotors. They tend to fling boxes, because they move very rapidly. I've come to the conclusion the stiffness and damping have some sort of r...
- Mon Apr 02, 2012 4:19 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
By the way, Entity.AngularDamping has a typo... Says "continuong" if I'm not mistaken.
- Mon Apr 02, 2012 4:10 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
Alright. Must be something obvious, then.
- Mon Apr 02, 2012 4:04 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
So, I got the rotation to work except for one thing... The bucket I was using as an example earlier is the one I'm using for testing, and the base part rotates fine but the glass part just goes beserk when I activate the machine. They use the same code... They just set the goal of their SingleEntity...
- Wed Mar 28, 2012 5:20 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
Mkay. I'll take note of this and see if I can't get it to work... I'll also look at EntityMover and EntityRotator again and see if I can't get it to work.
- Wed Mar 28, 2012 3:18 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
I've been working on this for a few days now, and I can't get it to work right. At first I was thinking I'd attach a SingleEntityLinearMotor and a SingleEntityAngularMotor to each entity I needed to move, and then set the goals of them based on my needs. Unfortunately, transitioning from QuaternionS...
- Sun Mar 18, 2012 9:45 pm
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
Alright, thanks.
- Sun Mar 18, 2012 6:40 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Re: Improving collision between dynamic and kinematic entiti
However, the issue of kinematics crushing dynamic objects is different. Alright, that's a fantastic explanation. There are a variety of ways to make the machinery dynamic. The most obvious and direct option is to actually make them real contraptions bound together with motors and other constraints ...
- Sun Mar 18, 2012 5:41 am
- Forum: Questions and Help
- Topic: Improving collision between dynamic and kinematic entities
- Replies: 66
- Views: 34931
Improving collision between dynamic and kinematic entities
So, the only dynamic objects in my game are the boxes that you move through the level, and the rest of the objects are kinematic. Unfortunately, this means the boxes have a tendancy to clip through the kinematics, especially when the kinematics are moving the boxes through pushing them (which is alm...
- Fri Mar 16, 2012 9:25 pm
- Forum: Questions and Help
- Topic: Making sure I'm doing this right.
- Replies: 22
- Views: 11556
Re: Making sure I'm doing this right.
Huzzah, it has been fixed. What I did was instead of using new Entity(new MobileMeshShape()), I instead used new MobileMesh(), saved a local transform using the outputted entity.Position, and then added my desired position to the position instead of just setting it. Thanks for all your help. I still...