Re: Kinematic Collision

Alen Ladavac <[email protected]>
Newsgroups gmane.games.devel.algorithms
Organization Croteam
Message-ID <[email protected]>
Wednesday, September 9, 2009, 7:26:07 PM, Paul_Firth wrote:
> 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.

That sounds exactly like the approach we used in SS2, and in SS:HD
soon. From our experience so far, I'd say that though it was
attractive in the beginning think it has gathered more cons than pros
over time. The idea of using an "old-school" character controller, and
connecting it to the rigid body solver using something like a hybrid
dynamics approach sounds more and more attractive.

Note that this may apply more to us due to the specifics of the FPS
movement. I guess it looks different for LBP.

JM2C,
Alen


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