[Plib-users] ssg bounce?
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sjbaker
From: Simon <sim...@ho...> - 2003-12-25 20:08:21
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Hi, you were right about type casting. That was a big part of getting = ssg to work with Builder. Now I'm working on the theory side of things. I = want to recreate this test scene I found a while ago. It involves dice = falling onto some stairs and then bouncing down them, colliding with each other also. I've kind of merged the save and load demo with the dynamics demo = and I was hoping that someone could clear some things up for me. =20 Currently I'm using a single dice with a stair model. These are both declared as ssgTransform's. I then declare a couple more objects as ssgParticles. I link the two particle objects with a spring dampener = and then update the dice and stair objects using updateSMD(). Basically it works the same as the dynamics demo except I've set it to work with a = single dice and not an array of 10. =20 At the moment the dice just falls and bounces near the top of the = stairs, where does the spring reside? Is it applied from the top most point of = the object or does it surround the whole object. Do I even need a spring to = get the dice to fall down the stairs, I thought originally that I would test face collisions and then work out bounce vectors from that.=20 =20 I've read the online ssg documentation and plowed through all the demos. = I think my brain is just having trouble grasping some basic principles = here, can someone please give me an overview of where I should look to achieve = my test scene. =20 Thanks -simon=20 |