termit7577
05-02-2007 20:38:06
Hi all! Just a question to those of you, who deal with characters/vehicles/whatever else in your apps. The scenario is: when the user moves his/her character/vehicle/whatever right into, say a wall, in a head-to-head collision (that's what I mean, perfectly head-to-head, to angle), then after some time, this character/vehicle just slips through the wall (wish I could do that
)... Anyone ever experienced this before?
termit7577
05-02-2007 20:54:59
Feels like, I just solved it
Basically, in case someone ever experineces similar in the fututre - it was because I accidentally set bounciness too low. As a result - ghost! So, just keep it like >0.5 - does it all (well, that's me having my gravity at -986), so yours might be a bit different
rewb0rn
08-02-2007 23:21:26
I have that problem too, though with all bouncyness values
xyzzy
25-02-2007 16:56:54
I have the same problem.
I did have some success by setting
m_pODEWorld->setContactCorrectionVelocity( OgreOde::Utility::Infinity);
However, it appears that occasionally there are errors in the simulation, and the guy will start dropping through the terrain. The above setting tends to hurtle him into space above and incredible velocity.