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Found 2 results

  1. Hello, I am a bit new to this, but have a working hockey rink with a puck and walls that stop the puck, but it seems I cannot use any other impostor shape other than sphere on my puck even though it is defined as a cylinder when created. Thus, the puck ROLLS along the ice instead of sliding like a puck. Here is a bit of code for the puck and ice. ice = BABYLON.Mesh.CreateGround('ice', 200, 85, 2, scene); puck = BABYLON.MeshBuilder.CreateCylinder("puck", {diameter: 0.3, height: 0.1, tessellation: 32}, scene); ... ice.physicsImpostor = new BABYLON.PhysicsImpostor(ice, BABYLON.PhysicsImpostor.BoxImpostor, { mass: 0, restitution: iceBouncy, friction: lessSlippery }, scene); puck.physicsImpostor = new BABYLON.PhysicsImpostor(puck, BABYLON.PhysicsImpostor.CylinderImpostor, { mass: 1, restitution: bouncy, friction: slippery }, scene); BUT, if I change BABYLON.PhysicsEngine.CylinderImpostor to BABYLON.PhysicsEngine.SphereImpostor it bounces off the ice as expected. Other shapes also do not work. I test with BoxImposter and it did not stop the puck from falling through the ice either. Is there some reason I can't use CylinderImpostor? I feel this must be something simple I am not doing correctly. Thanks for any assistance! EDIT: I am using babylon 2.4 and the latest version of cannon.js <script src="http://cdn.babylonjs.com/2-4/babylon.js"></script> <script src="http://www.babylonjs.com/cannon.js"></script>
  2. https://github.com/Pryme8/Monster_Truck_for_DrewJr http://pryme8.github.io/Monster_Truck_for_DrewJr I am working on a little game for my son, and for some reason the hit boxes for the tires are all sorts of wonky... anyone have any idea why this is? Also what route should I go down to program suspension for the tires in Oimo? I assume, I will need to apply force to the chassis in relation to the distance from the natural point of a spring for each tire. First I need to figure out what is going on with these hit boxes!
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