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Character Physics Improvements


Josh

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I update to latest version of Newton and did a lot of work on character physics.

  • All collisions below the step height will now be ignored, regardless of incline.
  • Character collision in general is much more stable and accurate.
  • Terrain collisions now work properly.
  • Character collisions using an adaptive method that will be much faster overall.

 

Opt into the beta branch on Steam to get the update. If you're using Lua, be sure to update your project to get the latest EXEs.

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That is completely possible since this is using a brand new build of Newton. I'd like to try your project. If this causes problems for you switch back to the stable branch for now.

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looks nice so far. Just getting a crash currently in the debug lua executable.

 

The release executable works without a problem.

 

Will try to find the cause when i have more time.

 

 

I think there is also a bug fixed about pickmode of childs that i didn't even noticed until it picket a child after the update what it didn't before. :)

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When I start up Leadwerks Indie Edition I get

Framebuffer incomplete: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT

and the editor closes ever since the latest update.

 

--edit Weird, now it isn't giving me that message and everything works again but I noticed that all of my normal map textures have the Normal Map checkbox un-checked now.

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Different sizes aren't a problem for physics but it is a problem for navmeshes. Navmeshes are calculated for one specific size. The nav data for one size character controller is not valid for another size. Imagine a hallway with a low ceiling; some characters could navigate it and some could not.

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Why not two different navmesh types or more types ?

- Any size controller : ceiling never taken account; that could be used for lot of game genres , from RTS, Dota like games, or FPS, TPS games playing in arenas where ceiling is never a problem.

- Fixed size controllers for uniform sized characters for FPS games where ceiling matters

Perhaps have two different navigation systems for navmesh ?

 

Without these, it will remain to us making the game to add collision shapes for bigger characters and take care about the zones they can only walk on.

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It's not just the ceiling, it's everything. Imagine a narrow hallway. At one size, characters could navigate through it, at another size they could not.

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Or just live with it and move on. Having a large character clip the walls occasionally isn't the end of the world, this happens all the time in Left 4 Dead.

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