NewtonBody without slowing engine

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NewtonBody without slowing engine

Postby Auradrummer » Tue Oct 20, 2009 7:47 pm

Hello Masters,

As I see, ConvexHullModifier is a not good solution for my problem.

I'll try joints. But, I want to do many joints, because I want to make car very damageable (as Grand Prix 4), where I can loose the wheels, wings, nose cone and another parts.

I thought about using collisions without making body just because I don't want that the engine make any computing for the nose, for example, as it moves together the car, and there's no need to make any calculus with it. Now I had one idea, is possible to make a no movement joint (only to attach the nose to the car's body) and set no callback to this body? I think this should save the engine performance, right?

Or, there is another way to do what I want?
Developing a racing game.
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Re: NewtonBody without slowing engine

Postby PJani » Fri Oct 23, 2009 4:31 am

You can make rigid joint with custom joint, but i rather use two hinge joints... :D
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Re: NewtonBody without slowing engine

Postby Auradrummer » Fri Oct 23, 2009 9:52 am

Hi PJani,

TO use joints I need to have two bodies right? There are any way to make a joint using a collision?
Developing a racing game.
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Re: NewtonBody without slowing engine

Postby PJani » Fri Oct 23, 2009 10:23 am

Hmm do you mean collision that crumbles when is hit with certain force or a joint that holds more than one body together??
Julio implemented this tipe of body collision in 2.10. I havent chance jet to test it, but you can se it in action in demos.
| i7-5930k@4.2Ghz, EVGA 980Ti FTW, 32GB RAM@3000 |
| Dell XPS 13 9370, i7-8550U, 16GB RAM |
| Ogre 1.7.4 | VC++ 9 | custom OgreNewt, Newton 300 |
| C/C++, C# |
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Re: NewtonBody without slowing engine

Postby Auradrummer » Fri Oct 23, 2009 12:12 pm

What I want is stick a piece of the car together the body, than loose it in crashes. I think that if I destroy the joint, the piece will fly. But bodies have dynamics, and I don't want to add more calculus for the piece.

I think the more correct, in my case, is made the piece just disapper when crashes, and then generates another piece (that is a body) and apply the force stored from the impact to it, and leave it fly away, understood?

I think this solution would be good
Developing a racing game.
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Posts: 132
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