[ODE] ODE in a FPS
gl
gl at ntlworld.com
Sat Sep 27 21:19:00 MST 2003
Have you tried a sphere (and manually removing rotation, as you were)?
That's what I was going to try when I got around to it...
--
gl
----- Original Message -----
From: "Dave Kerr" <aidave at telus.net>
To: <ode at q12.org>
Sent: Saturday, September 27, 2003 8:47 PM
Subject: [ODE] ODE in a FPS
> Hello,
>
> I'm currently trying to use ODE for a first person shooter (Pulse,
> http://gls-fps-3d.sourceforge.net)
>
> Turns out that there are alot of problems with this. Using ODE for a
simple
> character is not the best choice. I'd like to have a character that does
> not fall over, that can turn and move around, represented by a cube or
> cylinder. I've tried calling SetQuaternion(0,0,0,0) on my player body
every
> round, which acheives this effect, but causes problems with ground
friction
> depending on the direction of movement (sliding, wont move, etc). Is
there
> a public solution to this problem?
>
> I've been contemplating another approach: build a simple physics system
> (position + velocity) to control the characters, and tie it into ODE. To
do
> this, I would have an ODE body's position+velocity constantly mapped to
the
> characters position+velocity. As this object moved thru the ODE space it
> would collide with other objects. Some forces could be mapped back to the
> character physics system.
> Any thoughts on this approach?
>
> cheers,
>
> Dave
>
>
>
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