Basketballs

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Glitch 2

Postby savvy » Fri Sep 23, 2011 8:51 am

Another glitch (im using GE 1.5 for experiments now), when you clone a distance joint, the clone.1 doesnt show up.

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Re: Basketballs

Postby skydereign » Fri Sep 23, 2011 11:22 am

Yeah, there are still a fair number of bugs in 1.5's physics actors. Wasn't sure if we should have started to report all of them, as it seemed it was in an early phase.
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Re: Basketballs

Postby savvy » Fri Sep 23, 2011 4:45 pm

well, im already experimenting with developing games on it so, i think it would help akr and the other developers if we did.. maybe they could remove them faster then.

AKR: by the way, how would i edit the velocity of a dynamic actor, i know scale and rotation. but what about velocity?

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--> I dont code, I type art which you dont understand.
--> I keep winning the 3D model challenge at college, teacher says: "you keep winning im not giving you prizes".
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Re: Basketballs

Postby akr » Fri Sep 23, 2011 5:33 pm

Thanks for letting me know the special effekts. Will take for for them.

Regarding velocity. You can only set velocity in a static actor. For a dynamic actor you can set attributes and it behaves on
natural forces depending on the environment.

If you want to influence that try to use applyForce().
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Re: Basketballs

Postby savvy » Sat Sep 24, 2011 11:50 am

ok, i figured how to do angles of the actor.. using vectors, but what is the position part of apply force for?
im using vector: -100,0 to move right with position set to 0,0.
by the way, this is a great new engine!

savvy
--> For my help, i ask for a simple +1 if it helps! ^-^
--> I dont code, I type art which you dont understand.
--> I keep winning the 3D model challenge at college, teacher says: "you keep winning im not giving you prizes".
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Re: Basketballs

Postby akr » Sat Sep 24, 2011 12:34 pm

ApplyForce applys a force over a period of time. The position given is relative to the center of mass. Means if you speed up a ball at 0,0 it will not spin.
But you will get a lot of spin using e.g. 0,10. You will see the ball flying through the air and rotating.
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Re: Basketballs

Postby savvy » Sun Sep 25, 2011 9:50 am

ah, thanks...
so, are normal actors going to just be discarded eventually? because theyre pretty much static actors without dynamic colliding.
you could make it so theres an option on the static actor as to wether it collides or not.

savvy
--> For my help, i ask for a simple +1 if it helps! ^-^
--> I dont code, I type art which you dont understand.
--> I keep winning the 3D model challenge at college, teacher says: "you keep winning im not giving you prizes".
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Re: Basketballs

Postby skydereign » Sun Sep 25, 2011 9:56 am

Mixing the two probably won't happen, as one big requirement for changes in gE is to keep it so old ged files will continue to run properly. I guess if the default was to be a normal actor it might work, but even then there are a few issues.
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Re: Basketballs

Postby akr » Sun Sep 25, 2011 6:04 pm

collision detection on objects is determined by the groupindex. see the machine.ged. the groupindex is set that the parts of the engine do not collide:

equal groupindexes do never collide. different do.
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Re: Basketballs

Postby savvy » Mon Sep 26, 2011 4:34 pm

ah, ok...
those of you who remember prinny pals, its going dynamic now XD
should be fun to see how it turns out, also experimenting in this practical way will find glitches!
--> For my help, i ask for a simple +1 if it helps! ^-^
--> I dont code, I type art which you dont understand.
--> I keep winning the 3D model challenge at college, teacher says: "you keep winning im not giving you prizes".
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