lexchou
20-08-2007 08:27:43
Problem one
Almost all the game they have some unmovable things, like rocks, buildings, they can't be moved, they have no any physical effects, how to make such a unmovable things in NxOgre? I didn't find any possible solutions. I think such a this thing without any physical effects, only collision detection enabled, is more efficient than a very heavy NxOgre::Actor.
How to implement such a thing?
Problem two
I have posted a question here, about why character is underneath the terrain below knees, that solved, thanks to betajaen, but now, I got a similar problems with NxOgre::Body,
here is my code:
if I do not set ap.nodescale, everything works fine, but if I did, half of the box are under the terrain.
Problem three
How to make character collision detection responsible, I use NxOgre::Character::addMovement to control a character's movement, but in this case, the character may walk through a NxOgre::Actor even I called NxController::setCollision with true, but the result acts like there is no collision detection in the earth, , why this happens? and how to prevent this happens?
Almost all the game they have some unmovable things, like rocks, buildings, they can't be moved, they have no any physical effects, how to make such a unmovable things in NxOgre? I didn't find any possible solutions. I think such a this thing without any physical effects, only collision detection enabled, is more efficient than a very heavy NxOgre::Actor.
How to implement such a thing?
Problem two
I have posted a question here, about why character is underneath the terrain below knees, that solved, thanks to betajaen, but now, I got a similar problems with NxOgre::Body,
here is my code:
NxOgre::ActorParams ap;
ap.setToDefault();
ap.density=100;
ap.nodescale=Vector3(10,10,10);
NxOgre::Body * box=scene->createBody("box.mesh",new NxOgre::ConvexShape("box.mesh"),NxOgre::Pose(Vector3(1710,211,310)),ap);
if I do not set ap.nodescale, everything works fine, but if I did, half of the box are under the terrain.
Problem three
How to make character collision detection responsible, I use NxOgre::Character::addMovement to control a character's movement, but in this case, the character may walk through a NxOgre::Actor even I called NxController::setCollision with true, but the result acts like there is no collision detection in the earth, , why this happens? and how to prevent this happens?