Call for Consolidating Kinematic Character Code

Cryogenik28
Posts: 9
Joined: Sat Oct 23, 2010 12:18 am

Call for Consolidating Kinematic Character Code

Post by Cryogenik28 »

I wanted to ask if anyone and everyone was willing to provide what they have in terms of Kinematic Character code,and properly setting up a Kinematic Character that will respond correctly in a world with gravity, collisions -- basically character acting like a normal human does in the physics world. I figured maybe everyone could share their knowledge on the subject and we could maybe make a standard of it -- maybe the creators/maintainers of the Bullet Physics library could integrate what is provided with what is already included. I did a search and there didn't seem to be any threads regarding this, although I did see many threads where people mentioned they would have liked to see this, and more documentation, more tutorials, etc. I wish I had all the knowledge on this and would just post my results, but I am not at that level with Bullet. I am currently like many others and working my way through trial and error on setting up a world with collisions. Anyway, I find myself getting stuck at times because I don't know the correct settings for things like gravity, restitution, etc. -- or just from what exactly to use in the library. I try to learn from example, and the demos aren't exactly filling my needs here. I have been able to get plenty of static rigid geometry bodies colliding with my terrain, such as getting boxes or spheres or other things colliding, falling, etc. So I am not really coming from a perspective that I haven't setup a world with physics working. I have a character using a controller based on the btKinematicCharacterController, and the character is an ogre mesh converted to a convexshape that is setup as a rigid body with a ghost setup to match the body. Anyway, if I could compare what I have with what others may have done successfully then maybe I could see the errors of my ways with kinematic characters. Thanks for understanding and anyone willing to share their knowledge, hopefully we can get a thread going that would outline from beginning to end what is involved with kinematic characters.