Angular Momentum
Posted: Sat Dec 20, 2008 9:02 pm
Hi
I'm currently developing a little game, mostly as a personal playground. Your physics library is just GREAT! It's very adjustable and performs great on computer that should have been scraped a long time ago. I've managed my previous problems, but it took some time. So before spending all my holidays on this problem, I thought I could ask the developers for a little hint.
Is it possible to make the "angular momentum" ("spin" in my language) go to, or close to zero? While also reserving the weight/mass of the object?
I currently use "angularImpulse" to create a rotation on a object to give it speed on the ground, as well as limiting the maximum speed of angle. But I do not want the object to contain so much rotational energy that it could make itself move when the angularImpulse is not active. I can archive a little of this if I reduce the mass, but then the game crashes due to a spring instability connected to the object. Makes sense of course, as this is not how the world works in real life.
I have not archived any result using the "density" feature. Perhaps I'm using it wrong? Or perhaps I am thinking in the wrong direction?
If it helps (or you are interested), this is my project: http://mopolauta.moposite.com/viewtopic ... 6b&start=0
I'm planning on a freeware or open-source license on the game. It shouldn't produce any problems with the BEPUphysics license?
I'm currently developing a little game, mostly as a personal playground. Your physics library is just GREAT! It's very adjustable and performs great on computer that should have been scraped a long time ago. I've managed my previous problems, but it took some time. So before spending all my holidays on this problem, I thought I could ask the developers for a little hint.
Is it possible to make the "angular momentum" ("spin" in my language) go to, or close to zero? While also reserving the weight/mass of the object?
I currently use "angularImpulse" to create a rotation on a object to give it speed on the ground, as well as limiting the maximum speed of angle. But I do not want the object to contain so much rotational energy that it could make itself move when the angularImpulse is not active. I can archive a little of this if I reduce the mass, but then the game crashes due to a spring instability connected to the object. Makes sense of course, as this is not how the world works in real life.
I have not archived any result using the "density" feature. Perhaps I'm using it wrong? Or perhaps I am thinking in the wrong direction?
If it helps (or you are interested), this is my project: http://mopolauta.moposite.com/viewtopic ... 6b&start=0
I'm planning on a freeware or open-source license on the game. It shouldn't produce any problems with the BEPUphysics license?