Timeline for How to achieve more physically accurate motion in the game engine?
Current License: CC BY-SA 3.0
27 events
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Apr 13, 2017 at 12:57 | history | edited | CommunityBot |
replaced http://blender.stackexchange.com/ with https://blender.stackexchange.com/
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Mar 14, 2017 at 9:14 | history | edited | CommunityBot |
replaced http://blend-exchange.giantcowfilms.com with https://blend-exchange.giantcowfilms.com
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Nov 19, 2015 at 22:14 | vote | accept | blackhole | ||
Aug 22, 2015 at 16:30 | history | edited | X-27 is done with the network | CC BY-SA 3.0 |
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Jun 22, 2015 at 0:28 | comment | added | blackhole | Even though this isn't exactly what I've needed, I have just implemented it into my .blend. A problem: sometimes my character reaches 11 units/s at max, and sometimes he reaches 20. It is very random. What would you suggest doing? | |
Jun 11, 2015 at 5:30 | history | bounty ended | CommunityBot | ||
Jun 6, 2015 at 3:13 | comment | added | blackhole | I think I'll look for a different method. This is getting absurd. I had an idea where you will have a prop, and if the prop is "1," your character will move 1 bu/s, at 2 2bu/s, at 3... and so on. When you hit W, the prop goes up, S and so forth. I just am not sure how a prop can control a speed in that manner and still work with a velocity script. | |
Jun 5, 2015 at 20:23 | comment | added | X-27 is done with the network | But either way, realistically, if your character is colliding with anything that is connected to the ground, the friction will slow it's falling speed. And if something else is in the same object as the ground that shouldn't be there at all, separating it will make things easier for later when you get into more complex mechanics. | |
Jun 5, 2015 at 20:07 | comment | added | X-27 is done with the network | collision sensors can also detect materials, that could be easier... | |
Jun 5, 2015 at 20:04 | comment | added | blackhole | Well now I need to make separate models (i.e. the floor needs to be separated for the property) and it would waste a ton of time rather than just finding a better technique. | |
Jun 5, 2015 at 19:45 | comment | added | X-27 is done with the network | My guess is that your number of reasons will greatly diminish if you make a property- lets call it "Solid" and put that on everything that your character would physically interact with. like, ground, rocks, vehicles, anything that would obstruct falling speed, and have it detect that property. This way if your character is falling, and it gets hit by a bullet, it will not stop falling/slow down falling for it's one frame. Oblivious your game is going to be more complicated than that, but if you do test that system, you will notice that it does look relatively nice (I've tested it a lot myself) | |
Jun 5, 2015 at 19:08 | comment | added | blackhole | Yeah, I really don't want to do that for a number of reasons. There has to be another way! | |
Jun 5, 2015 at 14:39 | comment | added | X-27 is done with the network | You could also increase the scene's gravity, but that will effect other objects as well. | |
Jun 5, 2015 at 14:38 | comment | added | X-27 is done with the network | There is one thing you can try, but it is kind of cheating. (Cheating in the sense that is is a clever way around the problem) we Can add an inverted collision sensor, so that any time the character is not colliding with anything, it will send a positive pulse to another motion actuator, this time adding negative velocity along the Global Z i.sstatic.net/kKVaH.png | |
Jun 5, 2015 at 3:10 | comment | added | blackhole | No matter how much I play with both values, it doesn't seem to work. When the gravity acts well on him, he accelerates too much. When he walks correctly, he can't react well with gravity. | |
Jun 5, 2015 at 2:21 | comment | added | X-27 is done with the network | You can lower the translation dampening, but then you will get higher speeds and more overshoot (sliding) But- you can lower the velocity and get the speed better. | |
Jun 4, 2015 at 22:54 | comment | added | blackhole | I am having trouble: my character falls extremely slow with the translation that high. How can I fix this? He also cannot pass a certain point in speed when falling down. | |
Jun 4, 2015 at 14:37 | history | edited | X-27 is done with the network | CC BY-SA 3.0 |
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Jun 4, 2015 at 0:29 | comment | added | X-27 is done with the network | Just do this to your character i.sstatic.net/xOlUZ.png (Don't forget to add that same property to the ground) | |
Jun 4, 2015 at 0:26 | vote | accept | blackhole | ||
Jun 4, 2015 at 22:53 | |||||
Jun 4, 2015 at 0:26 | comment | added | blackhole | I think you've earned it! :) | |
Jun 4, 2015 at 0:25 | comment | added | X-27 is done with the network | There are several things you can do to fix this, you can add a collision sensor to make sure that the character is on the ground to be able to drive and steer, or you could make it only dynamic so it can never point upwards. You could also limit the rotation on the rigid body so it can only rotate along the Z axis. | |
Jun 4, 2015 at 0:10 | comment | added | blackhole | I was about to tell you everything basically was flawless until I had noticed the following: if you fall and are facing upwards, you can accelerate and start floating and gain speed... | |
Jun 3, 2015 at 22:08 | history | edited | X-27 is done with the network | CC BY-SA 3.0 |
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Jun 3, 2015 at 21:53 | history | edited | X-27 is done with the network | CC BY-SA 3.0 |
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Jun 3, 2015 at 21:44 | history | edited | X-27 is done with the network | CC BY-SA 3.0 |
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Jun 3, 2015 at 21:29 | history | answered | X-27 is done with the network | CC BY-SA 3.0 |