Physical response jitter on vertical path platform

Non-platform specific questions.

Physical response jitter on vertical path platform

Postby lverona » Fri Apr 27, 2012 9:11 am

When an actor lands on a moving platform, I make him child of that platform so that he moves along.
I also have a Physical Response. All of this works fine with a horizontally moving platform.

But when he is on a vertical one - the view jitters, up and down really quickly.
What am I missing in case of the vertical movement?
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Re: Physical response jitter on vertical path platform

Postby skydereign » Fri Apr 27, 2012 4:38 pm

What code are you using for view movement, and for the collision? I can make it work using what you said in your post.
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Re: Physical response jitter on vertical path platform

Postby phyzix5761 » Sat Apr 28, 2012 5:07 am

I get the same jittering. I wonder what it is.
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Re: Physical response jitter on vertical path platform

Postby skydereign » Sat Apr 28, 2012 5:25 am

And we can't solve either problem without having an example, or at least the code. I know said jittering can happen when dealing with physical response and parenting the view to the actor, but only in some cases.
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Re: Physical response jitter on vertical path platform

Postby phyzix5761 » Sat Apr 28, 2012 5:27 am

I've been trying to get the actor collisions to work for a while now. Can I send you the file and you take a look?
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Re: Physical response jitter on vertical path platform

Postby lverona » Sat Apr 28, 2012 9:30 am

Hey skydereign!

I solved the problem by going for Game A Gogo approach to collision using CollisionFree. This seems like a very good solution, at least at this moment of using GE for the fourth day )))
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Re: Physical response jitter on vertical path platform

Postby skydereign » Sat Apr 28, 2012 4:17 pm

As long as you can understand the code used in that method, that is great. Though I usually prefer to find out what was going wrong, before switching methods up, but that is just me.
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Re: Physical response jitter on vertical path platform

Postby lverona » Sat Apr 28, 2012 8:03 pm

I also do, indeed. But when I read about the CollisionFree method, which would remove all the collision events one has to write, I decided it sounds like a better approach. If I would decide to go for PhysicalResponse method, I would definitely want to find out what the problem is!

As for the CollisionFree method, I spend the whole day studying the code until I understood every line ;)
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