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Glitch 2

PostPosted: Fri Sep 23, 2011 8:51 am
by savvy
Another glitch (im using GE 1.5 for experiments now), when you clone a distance joint, the clone.1 doesnt show up.

savvy

Re: Basketballs

PostPosted: Fri Sep 23, 2011 11:22 am
by skydereign
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.

Re: Basketballs

PostPosted: Fri Sep 23, 2011 4:45 pm
by savvy
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?

savvy

Re: Basketballs

PostPosted: Fri Sep 23, 2011 5:33 pm
by akr
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().

Re: Basketballs

PostPosted: Sat Sep 24, 2011 11:50 am
by savvy
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

Re: Basketballs

PostPosted: Sat Sep 24, 2011 12:34 pm
by akr
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.

Re: Basketballs

PostPosted: Sun Sep 25, 2011 9:50 am
by savvy
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

Re: Basketballs

PostPosted: Sun Sep 25, 2011 9:56 am
by skydereign
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.

Re: Basketballs

PostPosted: Sun Sep 25, 2011 6:04 pm
by akr
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.

Re: Basketballs

PostPosted: Mon Sep 26, 2011 4:34 pm
by savvy
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!