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
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