[ODE] First person shooter - falling over
SJS
ode at pulsecode.net
Sat Sep 17 17:05:38 MST 2005
Also (note to anyone maintaining ODE source) if ODE internals are modified
to store 1/(inertia tensor) rather than inertia tensor, preventing rotation
around different axes is simply accomplished by setting a row (maybe column)
of the 1/(inertia tensor) matrix to zero. This allows the uprighting to be
seamlessly integrated with collision-- makes forced uprighting easy and
stable. The same can be done with mass (though this is not as useful since
you can already specify static objects).
SJS
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Megan
> Fox
> Sent: Saturday, September 17, 2005 1:31 PM
> To: danfrith at gmail.com
> Cc: ode at q12.org
> Subject: Re: [ODE] First person shooter - falling over
>
>
> My solution is to float the body off the ground with a ray and create
> a system to "fake" friction based on player values (like Strength -
> the stronger you are, the more force you can resist, the faster you
> are the faster your top speed, the stronger your legs the faster you
> can accelerate, etc).
>
> Turning friction to 0 on the player body "can" work, but then glancing
> collisions (player vs wall, thrown box vs player) look completely
> wrong. Instead of a nice thud-y collision, the body sorta slides off,
> or the player sorta slides around the obstruction.
>
> On 9/17/05, Dan <danfrith at gmail.com> wrote:
> > On 9/17/05, Vast <vasko.tim at gmail.com> wrote:
> > > try setting friction to 0;
> > >
> > > Tim Vasko,
> > > President of VaskoSoftware Development Company
> >
> > I've tried setting the "contact surface mu" to zero but this just
> > makes it slide all over the place. Before it was at dInfinity.
> >
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> >
>
>
> --
> -Megan Fox
> Lead Developer, Elium Project
> http://www.elium.tk
>
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