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,
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,