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AppGameKit Studio Chat / Kinematic container

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blink0k
Moderator
11
Years of Service
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 19th May 2020 01:48
Is there some reason why this shouldn't work or am i doing something wrong?


Here is the code

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Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 19th May 2020 05:29
I love that game
But I see, we have a physics collision problem
fubarpk
Retired Moderator
19
Years of Service
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 21st May 2020 23:14 Edited at: 22nd May 2020 01:25
can others please check the above code too because I cant seem to make it tunnel

Edit I got it to tunnel with classic using the attached video you can see my capture of it
studio seems to work the same as classic for me. What has everyone else discovered

fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk

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JosephB
17
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Joined: 12th Sep 2006
Location:
Posted: 22nd May 2020 01:37
It works like fubarpk's video for me in both classic and studio. The ball will bounce around inside the box as I drag the box. If I drag it left and right and up and down fast enough, the ball will bounce out of the box.
jd_zoo
5
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Joined: 12th May 2018
Location: Nova Scotia
Posted: 5th Jun 2020 15:50
I have the same tunnel on Studio with a fast moving object poking through. Does the 3D physics engine by default have Continuous Collision Detection for 3D objects? Or an equivalent to SetSpritePhysicsIsBullet() command used for 2D objects?
shadey
14
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Joined: 25th Jan 2010
Location:
Posted: 5th Jun 2020 16:30
yes it does!
check out these 2...
SetObject3DPhysicsCanSleep()
SetObject3DPhysicsSleepingThreshold()
Hail to the king, baby!
jd_zoo
5
Years of Service
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Joined: 12th May 2018
Location: Nova Scotia
Posted: 6th Jun 2020 00:23
Quote: "yes it does!
check out these 2...
SetObject3DPhysicsCanSleep()
SetObject3DPhysicsSleepingThreshold()"


He is setting the dynamic object's Can Sleep to 0, and the box is kinematic. On the 2D side the bullet physics applies to dynamic objects so the physics engine will constantly check for collision with STATIC objects, so I'm not sure what the situation is with 3D and kinematic collision detection.
shadey
14
Years of Service
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Joined: 25th Jan 2010
Location:
Posted: 6th Jun 2020 00:37
ah i see now i look at the code! one thing i havent bother with is kinematic stuff
Hail to the king, baby!

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