cassius Posted September 20, 2011 Share Posted September 20, 2011 Sometimes my main character in my 3rd person game gets pushed into a wall by enemy character and gets stuck there. Is this because the physics body is not big enough? The character carries a sword which is outside the box body ( or partialy so.) In my program all the possible collision types are covered.Or is this a weakness in Newton? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Josh Posted September 20, 2011 Share Posted September 20, 2011 The character controller uses my own physics routines which have been very stable. I can't say what the problem might be without seeing an example. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
YouGroove Posted September 23, 2011 Share Posted September 23, 2011 Perhaps the problem can be the sword if it uses collision that is all time enabled ? Or do you use collision detection for sword only when the character attack and with a ray intersection or with the real sword body mesh ? You could test, by not putting the sword in the scene to see how things behave that way ! Quote Stop toying and make games Link to comment Share on other sites More sharing options...
cassius Posted September 23, 2011 Author Share Posted September 23, 2011 No. The sword is just part of the character. Other characters also partialy fall thru the floor during their "die" anims if they collide with the main character when falling. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Naughty Alien Posted September 25, 2011 Share Posted September 25, 2011 ..maybe its your character animation offset...that means that pivot point of your character mesh is properly aligned to controller so controller doing just fine, but offseted animation cycle is not controller dependant therefore it goes trough near objects such as walls in this case.. Quote Link to comment Share on other sites More sharing options...
cassius Posted September 25, 2011 Author Share Posted September 25, 2011 Yeah, it maybe that. its something to do with physics though. I will have another session with phygen and see what I can do. I dont want to make the physics body too big on my characters as sometimes they have to fall off a high point or ledge and if I make the body too wide they hover in mid air before falling. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
gamecreator Posted September 25, 2011 Share Posted September 25, 2011 Did you already try setting DebugPhysics(1); to see what's going on? After that, just to test it, I would temporarily make the wall body much thicker than it should be and see if the same thing still happens. Quote Link to comment Share on other sites More sharing options...
cassius Posted September 25, 2011 Author Share Posted September 25, 2011 I did the level in 3dws with a wall thickness of 64.I am surprised that no one else has had similar probs recently but I know they HAVe in the past. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
cassius Posted September 25, 2011 Author Share Posted September 25, 2011 I think its fixed. Looks like cube around main character was too small in x and z directions. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
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