Re: [Algorithms] Kinematic Collision
Brought to you by:
vexxed72
|
From: David B. <db...@fa...> - 2009-09-09 18:17:21
|
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, Pau...@sc... wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA256 > > > 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. > ********************************************************************** > This email and any files transmitted with it are confidential and > intended > solely for the use of the individual or entity to whom they are > addressed. > If you have received this email in error please notify > pos...@sc... > This footnote also confirms that this email message has been checked for > all known viruses. > Sony Computer Entertainment Europe Limited > Registered Office: 10 Great Marlborough Street, London W1F 7LP, United > Kingdom > Registered in England: 3277793 > ********************************************************************** > P Please consider the environment before printing this e-mail > > -----BEGIN PGP SIGNATURE----- > Version: PGP Universal 2.9.1 (Build 287) > Charset: US-ASCII > > wsBVAwUBSqfkj3ajGqjtoMHxAQirMQf9F7kysMvkz0jEuou7oX1uzsIXwuRuppqZ > 8sXjAVsPb8gdOdSRS7vAMv5GFzzXSJGUGiJfWm9bpDo4lb7Erb2u0I6G1VGkqT/n > pEyJp+7cJZqoTEqt/0weWEf4JELayGKxNCZ+acgg1EngZfin98RpTWvMhUf0aWbJ > /M78xNX/ucUQDMcFmFu9gfaNM7A3lNy/E5z/B6bvKyfBLfMubUVvFaNaKXKbBnsU > MFx3sk8RdESXj7jiUR3XTD5qqzZkK0OJq8lse1U3DhXbzbbjaLe0IXB1ioAsFgm9 > k+vEd2QBtWhS/Jdxd0DbPrh1Q4+Z6KZ8BjN8M7S+xi3qSrUSWsaP2g== > =DV73 > -----END PGP SIGNATURE----- > > ------------------------------------------------------------------------------ > 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 > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list -- http://www.fastmail.fm - The professional email service |