Re: Kinematic Collision

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Newsgroups gmane.games.devel.algorithms
Message-ID <OF4842E51A.32153FAD-ON8025762C.005F3E11-8025762C.005F8790@scee.net>
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> 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?

We're working on LBP PSP, and so our world is very very physics based. The 
character is a full rigid body with inverse inertia tensor of 0 so he 
can't rotate. He is controlled using a custom written 'actor' constraint 
which has parameters like acceleration, strength and so on. He interacts 
with the world just like any other rigid body. 

Having the actor constraint was an important step forward for us in terms 
of solidity; we started out just applying 'external' forces to sackboy to 
move him around, but when he interacted with his environment (particularly 
with other constraints) it didn't go so well. Now his actor constraint is 
an integral part of the constraint solver it works much better in terms of 
feel.

Cheers, Paul.
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