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

-- 
http://www.fastmail.fm - Access all of your messages and folders
                          wherever you are


------------------------------------------------------------------------------
Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day 
trial. Simplify your report design, integration and deployment - and focus on 
what you do best, core application coding. Discover what's new with 
Crystal Reports now.  http://p.sf.net/sfu/bobj-july
_______________________________________________
GDAlgorithms-list mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list
lmpx.com only provides a reader for public news (NNTP) servers. It is not affiliated with the servers or forums shown here and is not responsible for the content of articles, which is written by their respective authors.