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Re: Few questions about PhysX [Re: 3run] #369852
05/07/11 21:48
05/07/11 21:48
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Quote:
How do I change to "flat disk" shape for trace? I've never heard about it.

Reduze max_z and increase min_z (f.i. max_z = 1; and min_z = -1; ).

You can use ent_buffers to write your own bounding box c_trace and movement, it's not that hard for sidescrollers and gives you good practice.


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Re: Few questions about PhysX [Re: Superku] #369900
05/08/11 17:19
05/08/11 17:19
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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3run  Offline OP
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Caucasus
For sidescroller I can use simple two short traces, from each corner. That will also work great. I wanted this to work with FPS too. Thank you for an idea with flat disk, I'll give it a try. BTW, what about problem I have with collisions between rigid and character (see pictures)? JCL, there is a small misstake in script (which you gave link to):
Code:
#include <ackphysx.h

It misses ">" at the end.


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Re: Few questions about PhysX [Re: 3run] #369934
05/09/11 14:57
05/09/11 14:57
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

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Joined: Jul 2000
Posts: 28,024
Frankfurt
If you get no collisions, you have a wrong setup. For instance, you move an object that is neither kinematic nor a character. Collisions are supported for character controllers and kinematic objects only. Other possibilities are that your object penetrates the ground, or that you've set some strange physics flags.

Just begin with the very simple example from the link that I posted. It's only a few lines of code and shows you all 4 movement methods. Also check which version you're using - pxent_moveglobal for chars is only supported in 8.20.


Re: Few questions about PhysX [Re: jcl] #369951
05/09/11 19:21
05/09/11 19:21
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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3run  Offline OP
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Yeah, as you can see in my example, it's very simple. I got collusions, but they are strange, models penetrate in each other. See pictures for that. I tried CCD as well, but I get same results. BTW I got same result with your example too. I checked my version and it's 8.20 (the last one as I know).


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Re: Few questions about PhysX [Re: 3run] #370495
05/13/11 15:33
05/13/11 15:33
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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I lowered "my.max_z" to "1" and changed "my.min_z" to "-1" as well, but I have same problem with distance to ground as before.
Why don't you make additional BOX hull for "c_trace"? Why do users of PhysX think about workaround for ellipsoid trace?!


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Re: Few questions about PhysX [Re: 3run] #370613
05/14/11 17:08
05/14/11 17:08
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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3run  Offline OP
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BTW here is a video, to show you my problem:
Youtube link


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Re: Few questions about PhysX [Re: 3run] #370618
05/14/11 17:43
05/14/11 17:43
Joined: Aug 2000
Posts: 1,140
Baunatal, Germany
Tobias Offline

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Tobias  Offline

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Baunatal, Germany
You're maybe confusing the c_move collisions with physics collisions? Lowering my.max_z and my.min_z has no effect on physics collisions when an entity is already registered. It has only effect on c_move, c_trace and so on.

Re: Few questions about PhysX [Re: Tobias] #370619
05/14/11 17:51
05/14/11 17:51
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline OP
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3run  Offline OP
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No, I did that right before setting it's "pXent_settype", but I have no idea why it doesn't work.
BTW, as I already asked, why don't add BOX hull for "c_trace"?! Why we need to think about workaround?
Or make another gravity forces for CHARACTER object! Ellipsoid hull has nothing to do with BOX hull of PhysX.


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