The character controller

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Re: The character controller

Postby Julio Jerez » Mon Apr 25, 2011 1:58 pm

Oh you want me to download the mesh and test it,

that will be a lot of work that will take me away form what I am doing now.
I thought I could debug the problem runing you demo.

what I get to the part to add a Player controller to teh demos I wll chek out what i wron wi the collison in thsoe smaller areas.

The model tha is in that site, is not the public domain model that I am using, so I will not use that.
what I can do is to make place a add a part of the model to the one I am using to see if I can repdruce the Bug.

The collision should work for all meshes, big small, mal formet, the only expection is double faces.
if a face is double dice the eth engien get confused and generate tow normal, on pitv to one side and one pointe to the other.
I do no think that is the bug you show, but it is the only execptiion with teh mesh collision.
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Re: The character controller

Postby Julio Jerez » Mon Apr 25, 2011 1:59 pm

when are you planning to use teh scen collision.
That way I can start meking the Proxy player controller, and tah soul; solve many, many problems witg the existing controller.
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Re: The character controller

Postby KingSnail » Mon Apr 25, 2011 2:21 pm

Can the scene collision be serialized?
The way I understood it, is that its like a giant collision
where its possible to add many other collision primitives.
Anyway I will switch to it when the proxy controller is made.
I have a deadline for my university dissertation and I need to have
basic networking demo running, I dont want to switch to something
that I dont understand very well since there is no proxy controller/sample code yet.
Working on an MMORPG powered by Newton Dynamics.
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Re: The character controller

Postby KingSnail » Sat May 21, 2011 1:35 pm

Just an update:

I am now using scene collision.
It seems a tiny bit less buggy.
But the bug still happens.

I am waiting for proxy controller now.
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