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Author Topic: physics - revisited ...  (Read 331 times)
acocq
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« on: July 19, 2009, 05:21:01 AM »


Hi guys,
still playing around with physics (just four "chests" - nothing major) ... and still having some "issues" :

1. I've searched for relevant posts (concerning the dynamic steps per second / per frame and have "played around" with various values ... now I've got it to where it looks OK in the editor, but when I actually run the game, I get very "bouncy" behaviour ... although I have adjusted bouncyness and bounce. velocity down to zero. The boxes jump like there were stung by a bee (flubber-like qualities  Undecided).

2. I have tried using a collision type "object" with a simplified mesh of the chest (because it has some handles etc. modelled, which aren't relevant for the collision stuff) but that always resulted in a bouncy behaviour (as described in 1. - even in the GC editor).  The only way around this was by using the bounding box ... is this something you have experienced too ?

Cheers,
Andreas
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Squat
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« Reply #1 on: July 19, 2009, 01:16:43 PM »

Yes, absolutely. You simply can't use a renderobject or exta object for the physically moving objects. You kind of can, but you need to make sure that the collision object is built out of unaltered primitives (save for angle and proportional scale). Cubes and spheres are the only truly reliable shapes, stick with those. Try not to touch the verts.

You can use the renderobject for collisions AGAINST physical objects. That means the renderobject collisions need to be unmoving and static and only be an unmoving obstacle. You will then see relatively decent behavior on most physics elements save for the old-school player jumping problem that riddled the shit out of my project and nearly destroyed it single-handedly.
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