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Dark Physics & Dark A.I. & Dark Dynamix / How do you Add an accelleration to a matrial?

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Kenjar
19
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Joined: 17th Jun 2005
Location: TGC
Posted: 31st Aug 2007 03:30
Hi, I basically want to create a matrial that, rather then loosing energy per bounce, will increase it. I've tried:

phy set material restitution 1, 1.2
phy set material dynamic friction 1, -1.0

But of course that would be too damned easy, instead I get an out of parameter range error.

Is there any way of creating a material that adds to the objects speed rather then subtracts from it?
Codger
21
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Joined: 23rd Nov 2002
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Posted: 31st Aug 2007 08:21
Technically no material can increase energy per bounce. It breaks the laws of Physics (Dp or real world) you should add energy by applying a force

System
PIV 2.8 MZ 512 Mem
FX 5600 256 mem
vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 31st Aug 2007 12:19 Edited at: 31st Aug 2007 12:19
Maybe just apply a force on the y axis when the object collides with the floor/surface?



Kenjar
19
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Location: TGC
Posted: 31st Aug 2007 15:58
Naw, I'll have to work out the new angle on all axis after the bounce and compenstate for both loss of speed and add a manual acceleration curve. So troublesome, but hey. Whatever.
BatVink
Moderator
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 31st Aug 2007 17:20
It would be good to be able to defy the laws of real-world physics. But maybe PhysX is designed to make sure you can only stick to a real-world model.

Kenjar
19
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Joined: 17th Jun 2005
Location: TGC
Posted: 31st Aug 2007 19:16 Edited at: 31st Aug 2007 19:19
Which is quite silly when you considering it's being made for games. There's alot of science fiction stuff that defy's gravity entirely. Repellant force fields, anti-gravity devices, super-conductive surfaces, etc. Yes it's nice to have visually realistic physics, but it would also be nice to have a flexible engine that goes beyond that into the world of fiction as well. Seeing that most games are set there. But I guess Ageia where too tightly focused to consider that.

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