Re: Kinematic Collision

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Newsgroups gmane.games.devel.algorithms
Message-ID <OF67A18CBE.3C0EE697-ON8025762C.0066450F-8025762C.00669097@scee.net>
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> I am not familiar with LBP?

Little Big Planet.... Its a physics based platformer on the PS3, we're 
re-authoring it for PSP...

> If I understand correctly, you have effectively a fixed joint
> constraining the character controller, and solve the other joints after

Not quite - we don't have a character controller at all; its just a rigid 
body like any other, except that its not allowed to rotate.

> 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

Actually, this is quite the opposite of what we do :) The actor constraint 
is 'just' another constraint in the system, solved at the same time as all 
the other constraints in the solver - this is important otherwise the 
forces experienced by and exerted by sackboy are not correctly transmitted 
and things feel sloppy and incorrect.

> player to be influenced by other objects. eg a physically simulated
> motorized revolving door pushing the player?

It just works(tm) because the character is no different than any other 
rigid body, so the revolving door pushes him around just like it would a 
box, or sphere etc etc...

> 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...

I guess its a fairly new thing; most games have a 'barrier' interface 
between the player and the world, because the player usually reacts with 
animations, which aren't usually driven by the physics engine (although 
this is changing)...

Cheers, Paul.
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