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But setting it up is a bit more involved ...
Yah, I use to think that too. Heres some pointers: remember...wait(2) frames after loading the level, and scan_entity after moving your entity (in order to affect any physical objects).
@Neuro,
I had no problems setting NEWTON up, but my player just "runs into / onto" the physics objects. If I understand correctly, scan_entity will cure that ?
Does this mean that I have to add a scan_entity to my player and have the physics object "react" to a SCAN event ? If that's correct, then I guess just using the A6 biped template "as is" won't work ... (right now I want to test physics, not develop my own player movement script )
The A6 physics engine is still giving me gray hairs. I've fiddled around with the settings with mixed success. My barrels I can stack - but the boxes still keep jumping around wildly . Also, I have had good "success" pushing boxes through walls (into nirvana) - on occasion, my player has followed - giving me an unusual view of the outside of my single room level 
If I had to venture a guess, I'd say that it could be that my walls are too big (the room was created out of a large cube that was hollowed) because each face consists of a single polygon ... can anyone confirm this hunch ?
Cheers, Andreas
____________________________________________________ GameCore / Unity / UDK Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5 TextureMaker / PSP-X
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