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Found 4 results

  1. Hi everyone. I'm thinking a lot about baked physic simulation lately in a broad sense. I've been looking inside how different game engine handle this baked simulation. Like for exemple Or (Warning: I've never used Unity and don't know a thing) but like this tutorial for Unity : And I could give make a state of the art for different method for different engine but you get the point... I don't think I never needed to make my point in the first place as most of you already know what baked physic simulation is... One heavy and "old" way of doing it is vertex animation of course, allowing for "every" kind of simulation to be baked and easily readable by software. Just move each vertex for each frame. But yeah, not the most optimised way... And, apart from simplistic cloth simulation and rigid body sim, bone simulation doesn't allow for complex animations. I would love to speak about different baking physic simulation animations technics, and we could you use this forum post to do so. And, when I've done some free time on my own from my Ph.D. I will probably try to do a literature review on baked physic simulation method for in-game use (Yeah, stopping state of acting from my job to my hobby, what a great idea... I have nobody in my life, help) One thing I wanted to know (and I always I just goes and goes) but (if I set up this post correctly) I wanted to see and maybe talk about your experience with baked phys sim inside Leadwerks. I'm not interested in ULTRA for this poll as of yet, even though that is something I will visit eventually. I'm eager to see the results and maybe talk with you about your implementation of BPS animation in Leadwerks (and in general)
  2. Hello, i have a problem with the physic shape i current beta. box shape is saved , polymesh not. see video at youtube the house you can find in workshop content Worn Cottages
  3. I am developping a small Foosball game. I set the ball object physics to Rigid Body, Prop, and with a mass of 5. The foosmen on a rod are attached to a pivot which controls their rotation. Each foosman physics is set to Rigid Body, Scene, Nav Obstacle = true. When the ball is moving, it can react to the foosmen rotating. If the ball is stopped, the foosmen pass through the ball. I suspect the way I set the physics is responsable for this. Does someone have a suggestion on how to set physics setting correctly so the foosmen can hit the ball when they are rotating. Thanks. E.
  4. Good day everyone Ok, I have this problem... I'm trying to animate a elevator using the sliding door script. When I set the physic shap to box it works, the elevator goes up, but I can't go in (not surprising). When I set my physic shape to polymesh or using my shape file, the elevator dosen't do anything. Why is that ? Any suggestions?
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