Re: Kinematic Collision

"David Black" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
I am not familiar with LBP?

If I understand correctly, you have effectively a fixed joint
constraining the character controller, and solve the other joints after
that one. ie ensuring that the action of the other joints takes
precedence. So how do you handle cases where it is correct for the
player to be influenced by other objects. eg a physically simulated
motorized revolving door pushing the player?

The whole topic of two way interaction between user controlled objects
and physically driven objects is interesting and I have never seen much
discussion on the topic...

David

On Wed, 09 Sep 2009 18:26 +0100, [email protected] wrote:
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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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