[ODE] handling player collision with static and dynamic objectsseparately
LR
logreg at free.fr
Mon Apr 17 10:05:47 MST 2006
Hi,
I made 3 spaces : 1 for the statics geoms, 1 for the dynamics and another
witch contains space 1 and space 2.
In the nearcallback, when the function is called for the static space, i do
not try to call dspacecolide (to avoid static geoms colide tests).
With that , all geoms can colide but not the statics with statics.
Laurent.
-----Message d'origine-----
De : ode-bounces at q12.org [mailto:ode-bounces at q12.org] De la part de Ronnie
Joseph
Envoyé : lundi 17 avril 2006 15:22
À : ode at q12.org
Objet : [ODE] handling player collision with static and dynamic
objectsseparately
hi,
i am trying to add ode to my game engine , adding ordinary objects were
pretty straight forward but player and ai movement have been a real pain.i
would like to control player-static world collisions myself and let ode
handle player - dynamic objects.
this way i have complete control over player movement and can have dynamic
physics as well.
my current algorithm is,
1) get keyboard input and view dir and create move dir
2) slide player box thru static environment in move dir
3) set ode box to previous player pos , velocity to move dir
4) dworldstep()
5) set player pos to ode box pos
i also disabled collision with static geometry using collide bits and also
reset the orientation of ode player box each frame.i like to know if anyone
has tried anything similar , any suggestions, i dun care for perfect physics
but only has to look rite.
thanks.
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