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[Newton] Collision detection #58501
11/06/05 22:34
11/06/05 22:34
Joined: Aug 2005
Posts: 34
AAO Offline OP
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Does anyone know how to make certain objects physics objects so the Newton engine reconizes them as physics objects like a custom player action not from the templates

Re: [Newton] Collision detection [Re: AAO] #58502
11/07/05 10:52
11/07/05 10:52
Joined: Mar 2005
Posts: 514
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Carloos Offline
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What exactly you need ?

Re: [Newton] Collision detection [Re: Carloos] #58503
11/07/05 21:48
11/07/05 21:48
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AAO Offline OP
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I need my custom player script and bullet script to be reconized as a physics entities

Re: [Newton] Collision detection [Re: AAO] #58504
11/08/05 01:28
11/08/05 01:28
Joined: Mar 2005
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Carloos Offline
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Man, All I got by now is :

This simple topic

But, in fact, I think is the only thing to do.

Re: [Newton] Collision detection [Re: Carloos] #58505
11/08/05 23:22
11/08/05 23:22
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AAO Offline OP
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What about player collision?

Re: [Newton] Collision detection [Re: AAO] #58506
11/09/05 10:23
11/09/05 10:23
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Carloos Offline
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well, I think player collision will not be easy to do. I will make some tests and tell you later.

Re: [Newton] Collision detection [Re: Carloos] #58507
11/09/05 10:53
11/09/05 10:53
Joined: Mar 2005
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Carloos Offline
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Thre are some errors in the Newton Car demo, I dont know if you are using some newton demo to start your project. The Collision Detection is using the same skill as Max_Speed and that caused Newton Cars dont collide between themselves.

I think you can get your bullet, and try to assign a newton material to it, like Newton Wood, but I dont understand how you will make your bullet collide with the player. I suppose you want to make your model "Feel" the impact of the bullet and fall in the ground or something so.

I dont know exactly how you can do it, but I think, if you are using newton :

1) You can very easyly add a force to the bullet body and make it be launched at high speed in your level.

2) YOur model will be hitted by the bullet, but I really dont know if it will react to your bullet going doiwn or somthing so. Maybe this will need animations and some code. Probably the bullet will pass through your model´s body.

3) You can assign some animations to your model and detect by code if the bullet hit the player. if so, change the animation to the one that fits the impact. Then get the bullet out of physycs simulation and remove it.

This are only basic ideas, in fact i´m not so experienced to tell you exactly what to do.

But hope this can help, or someone else more experienced can point something also.

4)

Re: [Newton] Collision detection [Re: Carloos] #58508
11/09/05 22:11
11/09/05 22:11
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AAO Offline OP
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Whats this Max_speed thing?

Re: [Newton] Collision detection [Re: AAO] #58509
11/10/05 10:58
11/10/05 10:58
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Carloos Offline
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Max_speed is the Maximum Speed a body will be able to move.

Re: [Newton] Collision detection [Re: Carloos] #58510
11/11/05 00:02
11/11/05 00:02
Joined: Aug 2005
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AAO Offline OP
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Thank you very much for all your help!


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