[Newton] Collision with non physics enitys problem

Posted By: xoNoid

[Newton] Collision with non physics enitys problem - 07/18/05 15:44

Hello I have been trying to use Newton game dynamics but to no avail. Currently I have installed it in my own test project and the newton objects are currently colliding properly with the level geometry and with each other. However they are not reacting to non physics entities. What is strange is that it works fine with the template script player_walk_fight action but not with my own action. Any help would be appreciated.
Posted By: Marcio Esper

Re: [Newton] Collision with non physics enitys pro - 07/18/05 21:07

It is becouse the colision get the group ID to work.

You need use all your models in the same Group ID that your physics models are working.

best regards,

MArcio
Posted By: xoNoid

Re: [Newton] Collision with non physics enitys pro - 07/18/05 21:14

Sorry I dont understand what your saying. What group ID?
Posted By: Marcio Esper

Re: [Newton] Collision with non physics enitys pro - 07/19/05 02:18

Hi,

to make a car for ex, in the newton, you need put it inside a group, this group have an ID - identification.

All other models in the map, if you use the newton, it make to you this identification with the others models used in the map ( just if you not change the colision group in the behavior) if you put a diferent model in the map, with out use of newton, it have other ID, and it will not work with the colision system of newton if you not change to the same ID.

Sorry But I do not know how to change the not newton models ID to work with the same ID that newton work, days ago I was looking for a deep tutorial about newton, but without success.

Sorry for the terrible english.

best regards,

Marcio
Posted By: ventilator

Re: [Newton] Collision with non physics enitys pro - 07/19/05 02:53

the current newton plugin doesn't know anything about non-newton entities. they get ignored by default. the template player script uses 3dgs's collision system to apply impulses to newton entities on impact. this isn't very realistic and was just meant as a quick workaround until the character controller gets included into the 3dgs plugin (which didn't happen yet)...

interaction of physics entities with non-physics entities is problematic in general. with a6's physics engine moving non-physics entities get treated as objects with infinite mass. this often results in extreme forces which can cause trouble like physics entities which can easily get pressed through walls.

a solution is to use physics for all entities. for many things (cars,...) a physics engine works better anyway and with the upcoming character controller of the new newton plugin it will be easily possible use physics entities as characters too. static entities currently could be added as physics objects with mass 0 (which is infinite mass for physics engines) so they don't move. with the upcoming plugin it will also be possible to add polygons of static entities to the static collision tree.
Posted By: xoNoid

Re: [Newton] Collision with non physics enitys pro - 07/20/05 14:19

I'm now trying to make my player entity a newton physics object. The problem is that I cant find out how to add velocity to a physics object. The documentation is just confusing.
Posted By: Marcio Esper

Re: [Newton] Collision with non physics enitys pro - 07/20/05 22:47

I agree,

The newton documentation is very basic.

best regards,

Marcio
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