[ODE] Simple player representation
Mark Riedesel
mriedesel at gmail.com
Mon Aug 2 15:30:09 MST 2004
Well, I gave the Plane2D code a shot, and it appears to work fairly
good.. Except, one problem..
When my bodies are moving across the ground (not jumping), they
eventually slow down and tip over.. Although it seems the way the
joint is set up, it should only be rotating around the Z axis, any
clue what the heck might be going on?
Mark
On Tue, 27 Jul 2004 20:50:16 +0200 (CEST), Andrzej Szombierski
<qq at kuku.eu.org> wrote:
> On Tue, 27 Jul 2004, Mark Riedesel wrote:
>
> > There's an interesting method. I'm not very familiar with motors yet,
> > but that seems to make sense. Although your suggested method requires
> > that you handle movement differently when a character is jumping or
> > not touching the ground, right? Also there's no way that the little
>
> Jump can be simulated by setting fmax to 0 on both motors when the player
> doesn't touch the ground.
>
> > character can flip around if it loses balance.
> >
> > The only things that come to mind is perhaps checking the torque on
> > the character's body and if it exceeds some maximum value, somehow
> > enable X and Y rotation? Or just disable/detach the Plane2D joint
> > completely?
>
> Interesting idea.. Joint feedback might be useful in such case.
> Actually it looks like a simple "breakable joint" model - if the
> force/torque is large enough, the joint is detached/destroyed (breakable
> joints can be implemented either using joint feedback or inside ODE if you
> apply the patches from contrib/breakablejoints directory).
>
>
>
> --
> :: Andrzej Szombierski :: qq at kuku.eu.org :: http://kuku.eu.org ::
> :: anszom at bezkitu.com :: radio bez kitu :: http://bezkitu.com ::
>
>
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