Gamestudio Links
Zorro Links
Newest Posts
M1 Oversampling
by Petra. 04/24/24 10:34
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Data from CSV not parsed correctly
by EternallyCurious. 04/20/24 21:39
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
folder management functions
by VoroneTZ. 04/17/24 06:52
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (AndrewAMD, Ayumi, Quad, PeWi), 488 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
how to keep 50 quants between two or more Physic Entities? #428698
09/02/13 05:47
09/02/13 05:47
Joined: Aug 2011
Posts: 42
F
fabiomartins Offline OP
Newbie
fabiomartins  Offline OP
Newbie
F

Joined: Aug 2011
Posts: 42
how to keep 50 quants of distance between two or more Physic Entities?

I want move a entity but keeping a certain distance with ohter...
http://imageshack.us/photo/my-images/854/kx0i.jpg/

Re: how to keep 50 quants between two or more Physic Entities? [Re: fabiomartins] #428699
09/02/13 06:05
09/02/13 06:05
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
Senior Member
3dgs_snake  Offline
Senior Member

Joined: Feb 2010
Posts: 320
TANA/Madagascar
Hi,

Perhaps you are looking for :


...

Re: how to keep 50 quants between two or more Physic Entities? [Re: 3dgs_snake] #428700
09/02/13 06:18
09/02/13 06:18
Joined: Aug 2011
Posts: 42
F
fabiomartins Offline OP
Newbie
fabiomartins  Offline OP
Newbie
F

Joined: Aug 2011
Posts: 42
No
see the image, the ball have to pass between the players
So pXcon_add will be a obstacle....

Re: how to keep 50 quants between two or more Physic Entities? [Re: fabiomartins] #428701
09/02/13 06:21
09/02/13 06:21
Joined: Aug 2011
Posts: 42
F
fabiomartins Offline OP
Newbie
fabiomartins  Offline OP
Newbie
F

Joined: Aug 2011
Posts: 42
the players will move with pXent_rotate function

Entities connected with joints, or static physics entities can not be rotated

Re: how to keep 50 quants between two or more Physic Entities? [Re: fabiomartins] #428702
09/02/13 06:52
09/02/13 06:52
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
Senior Member
3dgs_snake  Offline
Senior Member

Joined: Feb 2010
Posts: 320
TANA/Madagascar
Hi,

I think (but not tried tongue ) you can achieve what you want using joints. But what you can also try is

  • Compose you entities from shapes (A row of players = 1 shape) so they will act as only one actor. You then need to update your entities acordingly (Using phyX3 plugin you can get shape pose, with native plugin you need to calculate this based on the relative pose).
  • Compose directly your objects from your 3d editor and create collision geometry from basic boxes or a simplified commision geometry.


You need the following functions:


PS : I think that combining your model (and creating/composing simplified collision geometry) is better as it will simplify entity management and will reduce you entity count.

Last edited by 3dgs_snake; 09/02/13 06:55.

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1