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FPSC Classic Product Chat / FPSC Physics Settings

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techno
15
Years of Service
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Joined: 28th Feb 2011
Location:
Posted: 13th Mar 2011 17:34
I've printed out the FPSC User Guide, Community Guide, and Community Guide Part II, but it doesn't seem to have much about physics.

Is there anyone who can help, or who can point me in the right direction so I can find the answers for myself?

What's the difference between "Physics On" and "Always Active". If I want physics on, don't I also want them to be always active? If not, why not?

What does "Physics Force Damage" refer to?

Is there a relationship between "Physics Weight" and "Physics Friction"?

Am I right in assuming that "Physics Weight" refers to the weight of the object, and "Physics Friction" refers to the way the object interacts with other objects it's in contact with.

What's prompted these questions, is that I've just built a street using buildings from the Urban Buildings Pack, and my enemies are walking through the walls to move from street to street! Rather than ask for a solution I want to try and understand how this happens.

When looking at the Physics settings for the buildings they all seem to be similar.
"Physics On" - YES.
"Always Active" - No.
"Physics Weight" - 21700.
"Physics Friction" - 65200 (Why would I need friction for something that doesn't move, or is this connected to collisions)?
"Physics Force Damage" - 100.

I've searched for "Physics settings", "Physics Friction", and "Physics Weight" via Google and via the forum, but can't find any explanations. Can someone point me in the right direction please?

Thanks
srealist
15
Years of Service
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Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 15th Mar 2011 23:11
I will try to answer a bit of this...

Always active means that no matter where you are in your level, that entity is responding to gravity and the physics engine. Whatever resources are being used by this entity will be in use for the duration of the gameplay.

Physics On means that it responds to gravity and external forces but it will only be active when the player is within a certain distance. I don't know what distance or if that setting can be changed globally but I would guess it can be.

If you had a lightweight object (say "500") but set the friction to be high (say "5000"), you would not be able to push it. However, if the object fell and hit other active entities, it would not have much impact (again depending on the settings of the other entities).

If you have a heavy object with low friction settings, it can easily be pushed and will travel longer distances when pushed. If the object fell, it would have a greater impact on other entities around it.

This is my understanding and experience. May be wrong, though.
Northern
15
Years of Service
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Joined: 5th Nov 2010
Location: Brazil
Posted: 18th Mar 2011 23:16
Hi Techno,

Quote: "What does "Physics Force Damage" refer to?"


You can find a good explanation about that on the following link( in page 357):

http://books.google.com.br/books?id=oVLDoO-V67cC&pg=PA357&lpg=PA357&dq=Physics+Force+Damage&source=bl&ots=pAeFbeNIyG&sig=x3NhXeT_fp6CJ9GGq4M1SYt_blg&hl=pt-BR&ei=faKDTdqZNI25twfPxI3SBA&sa=X&oi=book_result&ct=result&resnum=2&ved=0CCEQ6AEwATgK#v=onepage&q=Physics%20Force%20Damage&f=false

Quote: "Is there a relationship between "Physics Weight" and "Physics Friction"? "


"Friction is also dependant on the amount of contact force pushing the two surfaces together (normal force)..."

You can check the statement above in this link:

http://www.regentsprep.org/regents/physics/phys01/friction/default.htm

If you allow me I think you should look for the subject Physics for games in Google, Yahoo, or another else similar.

I hope this can help decrease your questions and be helpful.

Regards.

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