Ok.. couple of questions..

Conor

24-03-2008 16:15:04

Right couple of things i've come across that people might be able to give me easy solutions to...

1. Ok.. say i have a rope that i want to only move along one axis (ie. forward/back not side to side) however if something bumps into the rope on the side the rope will move in that direction.. is there an easy way to somehow confine the rope?

2. Is there a way to apply a mass to a character? I dont neccesarily want character thrown backward.. but would like it when it hits into other objects its believable so for example it would say be able to move an object with lesser mass but not something with like 10000mass..

3. Do joints have default spring/dampener etc values if none are set? i created a bridge of fixed joints but if character walks into side they get thrown apart before coming back together.. would want it more solid then that..

4. Big one now.. Say i want to get a character to jump onto a rope swing and then jump off a rope how could i go about doing this? would it be a matter of collision detection on jumping onto the string and then creating a joint attaching the character to that rope.. then breaking that joint when jumping off??

Conor

25-03-2008 16:02:05

so.. no ideas for any of these?

the biggest issue is probably the character mass stuff.. we want to be to have the character walk over physic objects (aka rope bridge)

betajaen

25-03-2008 16:47:37

Kinematics don't have any mass, or infinite mass on how you look at it. So any effects to your bridge would have to be written by you - using forces.

Conor

25-03-2008 16:57:25

hmm.. so what would you advice be to get the character to stand on and interact with physic objects..
basically we are trying to make a platformy game with physic puzzles/obstacles as you go...

do some sort of collision detection to say if standing on blah set character position to above that objects size?
or would there be someway to attach character to a mass object and do any none forced movements by that object interactions with the environment..

... or scrap use of character all together and do character movement by moving a physics object in the scene..

betajaen

25-03-2008 17:07:57

You will be able to get what the Character is colliding with - thus be able to detect if the character is standing on something and then do something about it.

Conor

25-03-2008 19:20:40

well given that we are going to have a series of physics puzzles i guess it would just be better to move a physics body around as our character rather then an actual character

betajaen

25-03-2008 19:25:33

Your going to be spending a lot more time on developing a system that would be much easier and faster to develop using the kinematic controller and monitoring contact callbacks.

There is a reason why Ageia uses kinematic actors instead of rigid ones.