Re: [Algorithms] Kinematic Collision
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From: David B. <db...@fa...> - 2009-09-09 17:06:27
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Changing topic slightly in the other direction(ie making character controllers more sophisticated). I am interested to know how others are handling interaction with physics objects, eg jointed rigid bodies such as a box connected to a hinge joint with limits for a door. The system I have right now just uses a kinematic rigid body connected to the character controller. The problem with this is that it tends to be too strong an interaction and will for example push the door off its hinges. 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? David -- http://www.fastmail.fm - Access all of your messages and folders wherever you are |