Character collision

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 :lol: )... Anyone ever experienced this before?

termit7577

05-02-2007 20:54:59

Feels like, I just solved it :P
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.