[quote="drleviathan"][/quote]
Honestly that seems like a pretty good idea. I've implemented it and it'll probably take a lot of tweaking to get right, but it works okay.
Search found 6 matches
- Sun Oct 15, 2017 12:42 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Player controlled character I can set the velocity of?
- Replies: 6
- Views: 5908
- Thu Oct 12, 2017 11:31 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Player controlled character I can set the velocity of?
- Replies: 6
- Views: 5908
Re: Player controlled character I can set the velocity of?
I think maybe I know how to do what you want but I'm not sure I really understand your description. It isn't clear to me which of these scenarios you want: (1) Set a base velocity on the character but allow an additive second velocity on top of that. In this scenario: if both velocities were in the...
- Sun Oct 08, 2017 7:26 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Player controlled character I can set the velocity of?
- Replies: 6
- Views: 5908
Re: Player controlled character I can set the velocity of?
But capping the velocity of the character isn't what I have in mind.
I want to cap the velocity of the control-initiated velocity, sure. But velocities set via a script should be unlimited and separate.
I want to cap the velocity of the control-initiated velocity, sure. But velocities set via a script should be unlimited and separate.
- Sat Oct 07, 2017 5:50 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Player controlled character I can set the velocity of?
- Replies: 6
- Views: 5908
Player controlled character I can set the velocity of?
So I stopped using kinematic character controller a while ago because it wasn't really what I wanted. So now I have my own character controller that works alright. It's just a dynamic body with a cube collision shape with angular factor set to 0, high friction, and functions written to handle steppi...
- Thu Sep 21, 2017 8:40 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: How to use interpolation functions for multiplayer?
- Replies: 1
- Views: 3124
How to use interpolation functions for multiplayer?
Hey there. I've been making a multiplayer game with OpenGL for graphics and Bullet as the physics engine. The server and client both have physics simulations running, and the server occasionally (every second or so) sends the position, rotation, and angular and linear velocities of each block to eac...
- Thu Aug 31, 2017 10:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Best way to use collision mesh from a 3d model (.obj) file?
- Replies: 1
- Views: 4959
Best way to use collision mesh from a 3d model (.obj) file?
So in my game/engine I plan to load models up from triangulated wavefront .obj files. I have recently replaced my implementation of a loader with tinyobj loader. Anyway, any shape in the model that contains "COL" in its name is not rendered, but is instead turned into the object's collisio...