Re: [Algorithms] Kinematic Collision
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From: Jon W. <jw...@gm...> - 2009-09-09 21:00:49
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David Black wrote: > 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). > Well, I'm not making FPS games, so I don't need that wrist-snapping single-frame 180-degree turn. In fact, what we make is "down-tuned" from what we could make, because requirements are that it should be human-like (no running at 90 mph and turning at 20 g). FPS gamers constantly complain when they first have to use our software :-) However, when I've done it more action-adventure style, I make the available propellant force inversely proportional to velocity (clearly avoiding divide-by-zero by adding some tuning constant to the divisor :-). This means that "getting started" is a lot quicker, which is generally the main problem. The draw-back is that you can be able to move really heavy things, so to work around that, I down-scaled the available propellant force if there was a sideways contact onto the player capsule. Also, no propellant force unless you have some upwards-facing contact (from the ray legs or from the capsule), meaning you have a floor contact. In my opinion, for an action-adventure style character, that controller actually turned out pretty well. It also had the nice (for this case) side effect that you couldn't turn as quickly when running fast as you can when standing still, because propelling force (which turns into delta-vee) is less. I did allow a large amount of braking force in all cases, though. And in the end, it still uses a ray plus a capsule as all the testing needed, by being smart about re-using all the information you get. (I did not add two rays for legs -- that'd be an interesting experiment) Sincerely, jw -- Revenge is the most pointless and damaging of human desires. |