Re: Kinematic Collision
"David Black" <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
Changing topic slightly in the other direction(ie making character
controllers more sophisticated). I am interested to know how others are
handling interaction with physics objects, eg jointed rigid bodies such
as a box connected to a hinge joint with limits for a door.
The system I have right now just uses a kinematic rigid body connected
to the character controller. The problem with this is that it tends to
be too strong an interaction and will for example push the door off its
hinges.
So my current plan is to instead use a rigid body connected to the
controller with a joint or spring. That way when the controller pushes
against the door the rigid body exerts a force on the door, but when it
reaches its limit it will push the controllers rigid body back far
enough that the controllers collision detection takes over and stops
movement.
Is this the approach others are using, or is there a better method?
David
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