Re: [Algorithms] Kinematic Collision
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From: David B. <db...@fa...> - 2009-09-09 18:20:14
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Can you describe your approach in more detail? eg how the user input is translated into movement of the rigid body? Because approaches involving applying forces etc to a rigid body in order to move it have never felt correct for player movement etc (ie the result is too disconnected/soft). David On Wed, 09 Sep 2009 11:09 -0700, "Jon Watte" <jw...@gm...> wrote: > David Black wrote: > > Is this the approach others are using, or is there a better method? > > > > I go one step further, and make the character controller interact with > the rigid body physically (not kinematically). > > Sincerely, > > jw > > > > > -- > > Revenge is the most pointless and damaging of human desires. > > > ------------------------------------------------------------------------------ > 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 - Email service worth paying for. Try it for free |