Enclave wrote:If you make a kinematic bodies collidable (option or some way), this will be a really good deal!
yes adding the option to make kinematic body collidable can solve some of these problems.
right now for kinematic bodies there are tow options
1-make the generate intersection (this is the fastest, and the main meaning of a trigger) basically the act as a use variable in the scene that indicate if a body is penetration them of not
2-generate contacts (here the generate the contact joint, but they are no part of the contact resolution.
adding the option collidable is no that simple, because kinematic bodies and dynamics bodies are different kind of classes, the dynamics phase of the engine only deal with dgKenematioc bodies, therefore making work with kinematics bodies
will add a lot of conditional test to see if it can how to tread that object. but I guess this si the best solution
Enclave wrote:Why you decide change the player from dynamic to kinematic body in a Newton 3.00?
Maybe it's a good idea to change the player body back from kinematic to dynamic.
because I want to try the kinematic body functionality, I suppose I can make then dynamic body, and that solve the problem for the player only, however again it is no that simple
the player now is aware the he is a kinematic body so it is no concerned with other bodies applying forces to him. this simply the code a lot
I will see if adding the third option, help to fix this issue and if not them I will make the player a dynamics body again.
but again I do no think that making is a dynamics body is as easy as it sounds.
the reason for this is that dynamics bodies have lot of information the relate them to other bodies. the player basically work by changing his position directly,
I will have to go back to the method of moving it by changing it velocity so that other bodies are notified of his motion.
anyway I am working this week to fix those tow issues.