mcaden
01-10-2008 10:39:24
Having some issues that I'm not sure how to resolve.
I'm using NxOgre '22 test (same problems though occur with '21 so the fact that I'm using unstable isn't an issue).
I'm using NxOgre '22 test (same problems though occur with '21 so the fact that I'm using unstable isn't an issue).
- General Movement
- If I use addForce(...) my movement speed is changed based on framerate[/*:m]
- If I use setLinearVelocity(...) I cancel out other movement[/*:m][/list:o][/*:m]
- Orientation - My character should never fall over. This can be achieved by locking the X and Z axes, but in doing so causes major turning when the terrain is at a slant.[/*:m]
- Gravity - My character floats. I can force him down by adding extra downward force However:
- This feels like a dirty solution to me[/*:m]
- Causes extra force issues in grinding character into the ground[/*:m]
- Gets canceled out if I use the "setLinearVelocity" form of movement listed above[/*:m]
- Again, falling speed would be dependent on framerate[/*:m][/list:o][/*:m]
- Jumping
- When I do reset?
- When I touch ground? Ground would have to be separate from walls (only an issue since I'm using a cave environment I suppose). [/*:m]
- What about when I'm on top of an object? (I landed on a crate or rock) Can't reset purely on touch, must actually be on the object[/*:m]
- Check linearVelocity going downward? But what about when you've reached the peak of a jump, your velocity would be 0 and you'd simply be able to jump again[/*:m][/list:u][/*:m]
- If jumping is only when you press the button, what about falling off objects? Shouldn't be able to jump mid-air from a fall[/*:m][/list:o][/*:m][/list:o]
Has anybody solved these problems in a clean, stable way?
- When I do reset?
- This feels like a dirty solution to me[/*:m]
- If I use addForce(...) my movement speed is changed based on framerate[/*:m]