Re: csisland improvement

Christian Van Brussel <[email protected]> Fri, 26 Apr 2013 17:39:41 +0200
Newsgroups gmane.comp.graphics.crystalspace.devel
Organization UCL - TELE
Message-ID <1366990781.32382.68.camel@scylla>
Sorry, I wanted to mean that the trajectory of the fast moving arrow
could not be computed through the physics2 plugin (that is using the
Bullet simulation library), but of course some physics simulation should
be done in order to have some ballistic effect.

The current motion of the arrow is controlled by the animation and has
been defined by the artist. This should be changed and the arrow should
be separated from the crossbow once it is shot, then its trajectory
would be computed eg through the same code than the physical particle
effector.



On Fri, 2013-04-26 at 18:18 +0530, Kevin Martin wrote:
> Hi christian,
> 
> 
> >About the trajectory: I don't think that the trajectory of the arrow
> can
> >be computed through physical simulation because it is a fast moving
> object
> >and real-time simulation doesn't like that. This can be tested
> though, but
> >if it doesn't work then the code that is being used for the
> trajectory of
> >the physical particles can be used instead.
> 
> 
> What I meant was that the current animation behaves as if the force of
> gravity doesn't exist. I believe the arrow currently has only one
> component of velocity and is probably massless. I was hoping to give
> it some mass and use the normal 'boy throws ball into air at 45
> degree' sort of trajectory mechanism to compute the path. But the
> initial velocity will be high enough to give the user the impression
> that the arrow moves straight at very close ranges.
> 
> 
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