Multiply Collision Animators

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Killcam
Posts: 6
Joined: Tue Oct 19, 2010 5:58 pm

Multiply Collision Animators

Post by Killcam »

I was wondering if there is a fix to this problem, but anyway any other way of achieving the same result would do.

What I want is to make a climbing feature, so I added a collision animator in front of the old one, but then figured out that multiply collision animators will not work.

How can I have the same result without using these?
grumpymonkey
Posts: 222
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Location: Miami, Florida
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Post by grumpymonkey »

more information please. What do you mean by multiply collision animator?
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Killcam
Posts: 6
Joined: Tue Oct 19, 2010 5:58 pm

Post by Killcam »

grumpymonkey wrote:more information please. What do you mean by multiply collision animator?
I mean that I would like to put two elipsoids as Collision Animators, but if you add a collision animator to sth that already has a collision animator the engine screws everything and the result is I am sinking slowly into the ground.
vinjn
Posts: 27
Joined: Tue May 20, 2008 4:45 am

Re: Multiply Collision Animators

Post by vinjn »

Yes, irrlicht doesn't support multi collision, the collision animators are executed one by one. The previous animator changes position/location, thus the latter one has wrong information so it will not have right behavior.

I think the solution is to implement a custom collision animator derived from CSceneNodeAnimatorCollisionResponse, which executes a group of collision together instead of one by one.

Another solution is to use third party physics lib, newton/bullet, they both have irrlicht wrapper for easier usage.
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