Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Dark Physics & Dark A.I. & Dark Dynamix / [Dark Physics] Object disconnected

Author
Message
imekon
18
Years of Service
User Offline
Joined: 3rd Jul 2006
Location:
Posted: 17th Aug 2006 02:05 Edited at: 17th Aug 2006 09:02
I'm starting to see problems with Dark Physics 1.01 to do with the physics object becoming disconnected from the graphics object. I'm firing a sphere into a scene, and sometimes the sphere ends up stuck in front of me, yet I can see the result of the sphere hitting other objects as it would if the graphics were actually moving!

Here's an example I hoped would show the problem... except it works just fine!





I'm guessing it's something to do with the: phy set rigid body linear velocity

"Reality Bites"
MikeJohnson
21
Years of Service
User Offline
Joined: 29th Aug 2003
Location: Radcliffe, Manchester
Posted: 17th Aug 2006 21:50
Did you come across this problem in the original version? Do you have a dual core processor?

If this problem is shown in the program you're working on then you can always send it direct to me ( rather than posting on the forum ) and I will test as soon as possible.
Mike Johnson
TGC Developer
22
Years of Service
User Offline
Joined: 13th Sep 2002
Location: United Kingdom
Posted: 17th Aug 2006 21:50
Posted with the old account then...
imekon
18
Years of Service
User Offline
Joined: 3rd Jul 2006
Location:
Posted: 17th Aug 2006 23:15


I don't understand... it's all working perfectly...

If it starts doing it again, I'll certainly send you a copy.

"Reality Bites"
JerBil
20
Years of Service
User Offline
Joined: 8th May 2004
Location: Somewhere along the Z axis...
Posted: 17th Aug 2006 23:23 Edited at: 19th Aug 2006 02:30
imekon,
Hope you don't mind a couple changes as I was playing with your code.
I added mass to the bullets and the boxes, but it seems more fun if commented out. Also, the controller box
was not positioned on the player_object,
so I changed that line. Anyhow, a good code example, and I have not seen your bug, either.




Ad Astra Per Asper
imekon
18
Years of Service
User Offline
Joined: 3rd Jul 2006
Location:
Posted: 4th Sep 2006 15:53
Here's a rewrite:



The biggest difference is how the velocity is applied to the bullet object - instead of working it out with vectors, I used a local force - orient the bullet in the direction you want it to go, then simply apply a 0, 0, n force to it, and off it goes in that direction!

"Reality Bites"

Login to post a reply

Server time is: 2024-11-24 14:58:23
Your offset time is: 2024-11-24 14:58:23