Stephen Andrews Posted October 28, 2014 Share Posted October 28, 2014 I am attempting to create a game in which the player realistically collides with objects (or at least doesn't clip through them), but have run into a bit of a problem. The player must be able to rotate on all axis, as well as translate on all axis. (Local space) See here: http://triblade9.wc.lt/steelprivateer/However, the player should also collide with the "asteroids" (debug spheres). It was a simple matter getting the engine set up, and the imposters attached to the meshes. (congratulations on making a simple, robust physics engine binding ) The real issue comes when attempting to move/rotate the player. Here's what I've tested:Using the mesh.rotate and translate methods in local space like normal, and updating the body position - Result: Rotations don't work and the body position updating causes lots of jittering.Directly modifying the rotation vector, continue to use translating and updating body position. - Result: Weirdest, most confusing rotation system ever, "forward" seems to be a combination of random axis or something. Example (Yes, I know the rotation coordinates are not global, but the "forward" direction seems off)Using mesh.applyImpulse. - Result: Incredibly finicky to get a solid directional push, very quickly goes berserk when rolling or pitching.Using mesh.moveWithCollision - Result: Similar to #2, but the 'forward' direction seems even weirder.I will upload an example of #2 soon, the Babylon playground isn't working for me with Oimo.js at the moment.EDIT: Example linked. Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.