Good peoples.
I'm trying to simulate what boils down to a golf shot.
I have a sphere, and a large static mesh with lots of different surface property.
Sphere in air, no probs.
Sphere hitting ground and rolling is my issue as I did want to use bullet just for collision (not simulation).
Is there a nice way of telling when I would "roll" onto a new surface type?
My current method involves a lot of wacking my mesh with a sphere for very small increments of distance. This seems sucky.
Regards,
Yassim.
Golf Shot
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gfm
- Posts: 16
- Joined: Tue Sep 09, 2008 8:56 am
Re: Golf Shot
Hi Yassim,
I just published a game last week that does exactly this. I posted some notes about it here:
http://bulletphysics.com/Bullet/phpBB3/ ... =17&t=3586
Also, if you search for other posts by me you'll find some other discussions on this same topic. If you have any specific questions feel free to pose them and I'll try and answer..
I just published a game last week that does exactly this. I posted some notes about it here:
http://bulletphysics.com/Bullet/phpBB3/ ... =17&t=3586
Also, if you search for other posts by me you'll find some other discussions on this same topic. If you have any specific questions feel free to pose them and I'll try and answer..
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yassim
- Posts: 12
- Joined: Tue Jun 26, 2007 2:33 am
Re: Golf Shot
Cool thanx.
That will be really helpful in the future.
I've actually now gone down a tile based path,
Give the game, it will be a lot easier to tune the behavior.
That will be really helpful in the future.
I've actually now gone down a tile based path,
Give the game, it will be a lot easier to tune the behavior.