[ODE] character jumping

Jon Watte (ODE) hplus-ode at mindcontrol.org
Mon Aug 21 10:33:06 MST 2006


Apply a really large force for a single timestep; this counts as an 
"impulse".

An alternative is to set a flag in your simulation object, and apply the 
jumping force each frame until you lose contact with the ground, and 
then clear the flag.

Cheers,

          / h+


Jeff Kershner wrote:
>
> Is this best achieved with adding a force in an upward direction?  
> Since forces are zeroed out each frame, how can I get a realistic jump 
> of a character?
>
>  
>
> Thanks,
>
> /jk
>
> lman/listinfo/ode
>   


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