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Post by Kjelle69 on Sept 22, 2004 4:28:30 GMT 1
also, this bug seems pretty recent... I remember on your TGC thread, the first demo version didn't seem to have the bug... but the recent version does... what has changed in the new version besides the addition of TreeCollision objects?
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Post by zircher on Sept 22, 2004 5:26:15 GMT 1
The major difference between the first demo and the latter on is that the whole levels where like bowls with high walls. The new levels are like islands.
I can always try to make some funky inverted doughnut levels and give them high walls with a moat of acid or lava around the island playing surface.
BTW, I sent you an e-mail with assorted bug screenies on it for your amusement and education. :-) -- TAZ
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Post by zircher on Sept 22, 2004 16:03:12 GMT 1
Well, the bowl idea didn't pan out. If anything, it increased instability.
Do you think a long long jointed ragdoll would work? As in something that starts with a limb 20 bones in length and can grow up to 45 bones?
[edit] Um, is it even possible to build a ragdoll from scratch/programatically? Given assorted head, body and tail parts, I'd need to be able dynamically re-assign parts as the tail growths and new joints are added.
When I was working on my ragdoll tech demo, no matter how much force I applied, it never went chaotic. But then, it was not as complex as a snake either. -- TAZ
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Post by Kjelle69 on Sept 23, 2004 2:55:49 GMT 1
you can't add or remove bones to a Ragdoll at runtime, only when you set it up first...
what limits are you setting on your BallSocket joints?
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Post by zircher on Sept 23, 2004 5:32:00 GMT 1
Here's what I'm currently using...
NDB_SetVector xdir_x#, xdir_y#, xdir_z# NDB_NewtonBallSetConeLimits BallJoint, 30.0, 10.0 NDB_NewtonBodySetLinearDamping body, 10.0 NDB_SetVector 50.0, 50.0, 50.0 NDB_NewtonBodySetAngularDamping body -- TAZ
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Post by omnxae on Aug 22, 2008 6:34:04 GMT 1
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