Character Force Callback (Invincible Strength)

oddrose

14-08-2007 11:55:55

Hi there,

I am using the method of desVel - curVel to determine what force I should apply to my character. However, this gives some interesting side effects. If I run into a box that weighs about 200 kilos, my character simply tries to add the force that keeps him in motion and also moves the box. However, I don't my character to be able to push 200 kilos of box.

Then I thought, let's cap the push amount at some value. He should be able to push with a harder force than let's say 3000 N. (And that's quite a bit). If I do this, then he doesn't accelerate instantly (which is normal).

Instead of having to crank up the weight of all movable objects, how do i get both

a) instant acceleration

b) belieable collision with movable objects

cheers,

Hanfling

17-08-2007 11:16:15

hi,
if you dont want to make a complete workaround i cant think of anything else than adjusting the mass and movement force until you get a good result.
as you know, the force to instantly accelerate a character is pretty high.
you should find a combination of
-max movement force
-character weight
-other objects' weight

i hope this helps at least a little bit, but i dont have any better ideas right now

oddrose

18-08-2007 08:27:51

thanx,
however, I think I'll go for the complex solution. I just have to find it.
I don't want to mess with the laws of physics so the masses stays the same:)

oddrose

26-08-2007 13:40:11

anyone with experience of this problem?