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 ------------------------------------------------------------------------------ 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