[ODE] Avatar control vs gravity

Michael Rauh michael.rauh at gmail.com
Wed Nov 17 00:59:30 MST 2004


Sorry, I completely disregarded you're actually needing gravity. But
I'd give the hack (or lets name it a workaround) you've mentioned a
try.


On Tue, 16 Nov 2004 14:35:18 -0700 (MST), Tim Rightnour
<root at garbled.net> wrote:
> 
> On 16-Nov-2004 Michael Rauh wrote:
> > void dBodySetGravityMode (dBodyID b, int mode);
> > int dBodyGetGravityMode (dBodyID b);
> >
> > Not that hard after all. Without that, applying a force of -mg to the
> > body each step wouldn't be that hard either.
> 
> But won't I just end up with the same problem?  Either I disable gravity and
> float around the map, or manually apply gravity in the -Y vector, and have the
> exact same situation?
> 
> I suppose I could do something nasty like figure out if I'm on the ground or
> not each step, and apply a different gravity amount depending if I'm
> jumping/falling or walking.
> 
> ---
> 
> 
> Tim Rightnour <root at garbled.net>
> NetBSD: Free multi-architecture OS http://www.netbsd.org/
> NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi
>


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