I don't want to limit my engine to 2D; I just want to be able to make it run in only two dimensions if desired.
So there's no magic to do with detecting and correcting penetrations in the collision callback? I'll tinker with it a bit, but if that's not a normal solution for this kind of thing I'll ...
Search found 13 matches
- Tue Dec 30, 2008 1:00 am
- Forum: Game Programming
- Topic: physics question: Trimesh collisions
- Replies: 8
- Views: 6125
- Mon Dec 29, 2008 5:59 am
- Forum: Game Programming
- Topic: physics question: Trimesh collisions
- Replies: 8
- Views: 6125
- Mon Dec 29, 2008 4:23 am
- Forum: Game Programming
- Topic: physics question: Trimesh collisions
- Replies: 8
- Views: 6125
- Sun Dec 28, 2008 9:43 pm
- Forum: Game Programming
- Topic: physics question: Trimesh collisions
- Replies: 8
- Views: 6125
physics question: Trimesh collisions
I've been grasping for solutions with a problem for a while now. I've been using ODE for physics in my game, and am using a trimesh for my world and a box for my actor.
My box keeps getting stuck in the trimesh. The problem is aggravated by high speeds, but it happens often enough at low speeds ...
My box keeps getting stuck in the trimesh. The problem is aggravated by high speeds, but it happens often enough at low speeds ...
- Tue Nov 11, 2008 5:14 am
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
Thanks, I failed to notice there was a second page on this :P.
That does seem to be the standard way to do it with Newton. What I'm doing, (so far as I can tell) matches what is normally done to get meshes into ODE/Physx, or any other physics engine's mesh creation function via vertex and indices ...
That does seem to be the standard way to do it with Newton. What I'm doing, (so far as I can tell) matches what is normally done to get meshes into ODE/Physx, or any other physics engine's mesh creation function via vertex and indices ...
- Wed Nov 05, 2008 8:19 pm
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
- Wed Nov 05, 2008 5:16 pm
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
Oh, damn. I'm used to seeing faces defined in counter-clockwise order, so figured that was correct. Is this a known issue with ms3d-generated files? Anyone have an idea for an app that could save out a simple cube model with the correct vertices order? I'll try creating something with Blender and ...
- Wed Nov 05, 2008 6:02 am
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
Does vertex order matter here? I've noticed that some of my faces appear to be defined in counter-clockwise order while others are defined in clockwise order. That said, the top of my box is all defined counter-clockwise, so I may just have gotten cross-eyed halfway through this. And if the top's ...
- Tue Nov 04, 2008 5:22 pm
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
I swear I'd typed that they looked fine to me after a cursory glance, but that's definitely not anywhere in the post. I'll take a closer look at it the next chance I get, though.
My main hope in posting this was that it was a common (but something I failed searching for) issue and that there would ...
My main hope in posting this was that it was a common (but something I failed searching for) issue and that there would ...
- Tue Nov 04, 2008 6:03 am
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
- Fri Oct 31, 2008 8:19 pm
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
I think you may be misreading it. It's just iterating through the members of theBufferVertices from 0 to theMeshbuff->getVertexCount().
theVertices is a float* with a length of 3 * the total vertex count, and I'm sticking the x,y, and z coords each into sequential indices of theVertices. The values ...
theVertices is a float* with a length of 3 * the total vertex count, and I'm sticking the x,y, and z coords each into sequential indices of theVertices. The values ...
- Fri Oct 31, 2008 5:07 pm
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
- Fri Oct 31, 2008 5:48 am
- Forum: Beginners Help
- Topic: Reading vertices out of a ms3d's meshbuff.
- Replies: 16
- Views: 1568
Reading vertices out of a ms3d's meshbuff.
I'm trying to get the vertex data out of a MeshNode generated from a .ms3d file for use as a collision geom for ODE. Since my mesh collisions weren't looking too accurate, I decided to step through the vertices and found that my 8 vertex test box's mesh node had 24 vertices, many of which simply ...