| 10-16-2008, 04:22 PM | #1 |
Now i can finally start call my system for physic engine, im improving it alot so it allow physic in game and not just some system tat move stuffs. here is a wip shot on the physic algorithm. It allow object stacking, the terrain collision will be rewritten to use the same rules as the object collision. The reason object sinks into terrain is cus it isnt impulse based, while the collision between objects are so u see objects dont sink into eachother. Ive learned alot about physic engines and algorithm thanks to wc3 and vjass :P The system isnt stable yet so objects still jitter abit. And the reason u see spheres stack in such an unrealistic way is cus the friction is set to 1 and spheres here doesnt have momment of inertia (rotation mommentum) so they will just glue to eachother |
| 10-16-2008, 09:38 PM | #2 |
Cool if that's playable and not buggy in an actual game, but I have to say those spheres look too 2-d lol. |
| 10-16-2008, 10:39 PM | #3 |
i can do the same :P but thats not the point (i about the stacking spheres...) why in the bottom part of the model is missing O_O ? ahhh they don't have a radius or something similar... ahhh your ground collision algorithm is crapped at the time... see xD T_T lol post... =) well gl whatever =) |
| 10-17-2008, 12:54 AM | #4 |
yes u are right TC, terrain collision need to be converted and modified to use the same laws as object collisions ^^ I know u can do the same, but try do it with real newton laws and not "if this on top then stack ignore bounce" XD |
