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A question on Centripetal motion and elasticity #28424
06/04/04 13:04
06/04/04 13:04
Joined: Jan 2004
Posts: 107
India
L
Lord_RazermanX Offline OP
Member
Lord_RazermanX  Offline OP
Member
L

Joined: Jan 2004
Posts: 107
India
I am relatively new to the physics engine but I can code quite a lot in it. I have observed a thing that is when you , push a physics object into a corner and try to squeeze it , it flys off which means its has a default elasticity set, can someone explain this behaviour.

Second i just wanted to know that does the engine support centripetal acceleration while turning of physical objects like cars etc


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Re: A question on Centripetal motion and elasticit [Re: Lord_RazermanX] #28425
06/05/04 06:17
06/05/04 06:17
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
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Marco_Grubert  Offline
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M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
There is support for elasticity (phent_setelasticity) but depending on how you cornered the object it might have been something else. Regular A6 entities have infinite mass and friction, and if you squeeze a physics entity with a regular entity you effectively "crush" it. The result is that the physics entity will fly off at high speeds. Ideally physics entities should only be moved by forces or by other ph.entities.

Centripetal force is simulated.

Re: A question on Centripetal motion and elasticit [Re: Marco_Grubert] #28426
06/17/04 06:53
06/17/04 06:53
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

Regular A6 entities have infinite mass and friction, and if you squeeze a physics entity with a regular entity you effectively "crush" it. The result is that the physics entity will fly off at high speeds. Ideally physics entities should only be moved by forces or by other ph.entities.




But, what can someone, who has only the commercial edition, do to avoid that?

Re: A question on Centripetal motion and elasticit [Re: Pappenheimer] #28427
06/17/04 09:26
06/17/04 09:26
Joined: Sep 2003
Posts: 3,236
San Diego, CA
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Marco_Grubert Offline
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Marco_Grubert  Offline
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Joined: Sep 2003
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San Diego, CA
Use the alternative that I stated: use forces (when the other objects get too close).


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