letter123 wrote:If I set the mass of the player for example 1.0f and an object collide with the player, then the player will be very fast pushed away, isn't it?
letter123 wrote:Actually I have the problem that the object and player pushed to air again when I jump on top of a dynamic body.
This maybe a bug. I have the same at my game engine. At first I used a very big world and huge objects, but now the world is scaled to metric system, which Newton uses, but the error persists.
The strange thing is that when I do the export of collisions to the Sandbox, everything works fine.
To two: The best thing is that the player doesn't move and the dynamic body bahaives like a collision with static object.
In the most games the player can move the dynamic bodies, this is usual behavior and this is normal.
letter123 wrote:Actually I have the problem that the object and player pushed to air again when I jump on top of a dynamic body.
This maybe a bug. I have the same at my game engine. At first I used a very big world and huge objects, but now the world is scaled to metric system, which Newton uses, but the error persists.
I do not understand what that means? you said in the last post that it was working. Can you make a movie of that behavior?
As for player not being able to move objects, why is that normal behaviors? normal behavior is the play can move the objects. to make the player no move the object the solution in no on the player code.
I will add a function to the player controller called player proximity. Basically this will be a layer that will be added to the scanning distance that the player look ahead. this will maintain the player as a restricted order against other objects, so he will get closet but will but move in perpetual collision.
Please make the movies of that jump in the air bug, because I do not know what it is.
// make the player controller, this function makes a kinematic body m_controller = manager->CreatePlayer(PLAYER_MASS, radius, radius * 0.5f, height, height * 0.33f, playerAxis);
// set a restraining distance that the player can not get closet than m_controller->SetRestrainingDistance(0.5f);
and the player will not get any closer than the restraining distance you pass in, I check in the demo with a distance of 0.5 so that you can see the effect, you set some small value like 0.125 or so. see if that word for you guys.
The way is behaves is hat he respect that restraining distance for anything in that hit the body, but not in the lower thin support shape, anything he hit there he either push of step on. please make the video of the Bug, because that I do no know what is.
Enclave wrote:It's hard to do upgrade, because the JointLibrary.dll does not built correctly.
what do you mean the joint library does not build correctly? How were you using the player controller before? it is in the same library It is like we are in different world, the library should build fine out of the box.
also how can I play a DLL? if you want me to test some bu you nee to make and executable that link to a newton DLL.
I can no play the video, the site ask me to download or install some other program, and I am not going to do that. can you make a youtube video? that will be the easiest way?
Ok I see the video, but I am, all confused. I see you place a box, then a palette crate, and then I see a yellow cursor jumping in the air. I guess that's the player, by I do no see anything. can you export the scene that make the play do that and send to me, maybe I can recreated that in the sand box demos.
I will start adding serialization to the joint library so that we can import and export these kind of problems
I place two objects in the scene. The box is static and the palette crate is dynamic. Then I turn on the physic and fly with the camera over the palette crate. Then I create the player in the air at the position of the camera(red text "In Game mode" appears). That's the point where the camera(now the player) falls down on top of the palette crate. And then when the player collides with the top of the palette crate he jumps up and the palette crate jumps up too. The yellow thing is my cursor You can easily build this scene by your one. Just a static floor and above a dynamic box. Then let the player falling on top of the box.
what do you mean the joint library does not build correctly? How were you using the player controller before? it is in the same library It is like we are in different world, the library should build fine out of the box.
I mean dJointLibrary.dll, I cannot compile it in as DLL, because some of the parameters in your project are set incorrectly.
Julio, is it possible to compile Joint Library to dll ? When I select "ReleaseDLL" option, It makes DLL file with a size 126 Kb, but requires .LIB file, which not creates. If I change an option in project properties to make LIB file, it will be created with size 1.21 Mb, as static library.
I mean this solution file: \newton-dynamics\packages\projects\visualStudio_2008\build.sln
I need a DLL library for my project.
Newton.dll normally created as a dynamic library, unlike dJointLibrary.dll Before that I using a static library dJointLibrary.lib, but I need a DLL for my project.
But you did no answer how you were using that player controller since it is implemented in the same joint library project.
Before that I am using a static version of joint library.
Ok, I am record a video: Please look to behavior of boxes, it is a very strange. What's wrong???
Note that I am use the scaled world, but the floor plane is a large. The second strange thing, that I cannot get the same strange boxes behavior, when I serialize my scene into the Sandbox.
The player also makes an unexpected jump when touch the box, this is not normal, because the box have weight 10kg, but Player weight is a 90kg.
// make the player controller, this function makes a kinematic body m_controller = manager->CreatePlayer(PLAYER_MASS, radius, radius * 0.5f, height, height * 0.33f, playerAxis);
// set a restraining distance that the player can not get closet than m_controller->SetRestrainingDistance(0.1f);
that will prevent the player form hitting any obstacle, try that and let me know if it fixes that.
I also see a lot of stuff very wrong on that video. why those boxes stay on one edge when the player hit them, there most be something else that is wrong.