Julio Jerez wrote:kinematic bodies lend themselves to very interesting effects, than are had to accomplish with static or dynamics bodies.
Yes, i plan to use them later in the real game, but this leads to more questions:
The ragdoll collects ground velocity information at contact points.
If i use mass for the platform, then newton thinks the weight of the ragdoll moves the platform downwards, even if it moves only sideways.
Somehow this fools ragdoll AI, and to limit this effect i set a real high platform mass (ratio 100:1).
But for this special case i do not need to worry about high mass ratios, and this will not have any bad effect on simulation, yes?
Another interesting thing i see is that contacts do not move with the bodies when velocity and distance is small - they stick at the same world position for a while. Does that mean that contact caching only works as long as the contact can keep it's position?
Example is stacking boxes inside a train moving at constant velocity. Will the simulation in the train be less stable or take longer to calculate?
I'm just curious - up to now i can't see any bad things with the ragdoll standing on moving platform
