[ODE] Character control

igrok igrok at blueyonder.co.uk
Sun Jul 20 12:52:01 2003


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Hi.

One area I'm kind of stuck on right now is making the characters in my =
game (a 3rd person style game) interact
with the physics environment in a correct manor. I use a simple box to =
represent them at the moment.

The main problems are:

1. The character should always be standing vertically, whereas naturally =
any physical collisions tend to
make the box wobble on all axis'. I'm fixing this by just manually =
setting the rotation each frame but it
doesn't feel like a very good way to do it.
There will be certain circumstances where I want to allow free =
rotation's (player has been killed, or is
flying off after a nearby explosion etc.)

2. I need a mix of "direct control" and physics response from ODE.
For example, I want perfect control over the orientation and velocity of =
the player according to the player
input (including things like instantly stopping when the player stops =
pressing forwards). But if for example,
he walks over 'see-saw' or a falling object strikes him then its the =
physics that has more baring on his resultant
position. I guess if I can solve No.1 in more friendly way, this be =
easier.

I hope my general problem has got across adequately.
I'm looking for any pointers or ideas for what I should try out next.
Any help greatly appreciated!

Thanks
igrok.

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<DIV><FONT face=3DArial size=3D2>Hi.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>One area I'm kind of stuck on right now =
is making=20
the characters in my game (a 3rd person style game) =
interact</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>with the physics environment in a =
correct manor.=20
</FONT><FONT face=3DArial size=3D2>I use a simple box to represent them =
at the=20
moment.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>The main problems are:</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>1. The character should always be =
standing=20
vertically, whereas naturally any physical collisions tend =
to</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>make the box wobble on all axis'. I'm =
fixing this=20
by just manually setting the rotation each frame but it</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>doesn't feel like a very good way to do =

it.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>There will be certain circumstances =
where I want to=20
allow free rotation's (player has been killed, or is</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>flying off after a nearby explosion=20
etc.)</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>2. I need a mix of "direct control" and =
physics=20
response from ODE.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>For example, I want perfect control =
over the=20
orientation and velocity of the player according to the =
player</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>input (including things like instantly =
stopping=20
when the player stops pressing forwards). But if for =
example,</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>he walks over 'see-saw' or a falling =
object strikes=20
him then its the physics that has more baring on his =
resultant</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>position. I guess if I can solve No.1 =
in more=20
friendly way, this be easier.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>I hope my general problem has got =
across=20
adequately.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>I'm looking for any pointers or ideas =
for what I=20
should try out next.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>Any help greatly =
appreciated!</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT face=3DArial size=3D2>Thanks</FONT></DIV>
<DIV><FONT face=3DArial size=3D2>igrok.</FONT></DIV>
<DIV><FONT face=3DArial size=3D2></FONT>&nbsp;</DIV></BODY></HTML>

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