Closed GoogleCodeExporter closed 8 years ago
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[deleted comment]
It's not just jbullet, the issue exists in native Bullet as well. The jump
method just
isn't implemented, and I don't remember whether it's because they couldn't find
a good
way of doing it or because they intended their character controller class to be
extended and overridden.
Original comment by debio...@gmail.com
on 15 Jan 2010 at 3:56
Thanks for the info, I suppose then I will have to implement the jump()
myself.. If anyone has a good idea on
how to do that, please tell :)
Original comment by normen667
on 15 Jan 2010 at 11:54
This may help: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=4&t=4521
It looks as though since the KinematicCharacterController is well Kinematic it
isn't
affected by gravity, (also because it doesn't technically have mass). But I'm
sure,
this could be implemented rather easy, as long as you know the acceleration of
gravity.
But since gravity in Bullet is a Force getting acceleration without having a
mass might
be difficult. So instead maybe a time and height of the jump should be given,
that way
you don't need to know acceleration. Keep up the good work! :)
Original comment by icup...@gmail.com
on 16 Jan 2010 at 11:39
Sounds like a good idea, since the "gravity" working on the character node is
also not correlated to the dynamics
world gravity it does not matter anyway.
Original comment by normen667
on 17 Jan 2010 at 12:20
This issue has been resolved in the native bullet version, somethingnew wants
to apply a fix to jbullet, see this
thread. http://www.jmonkeyengine.com/forum/index.php?topic=13553.0
Original comment by normen667
on 30 Mar 2010 at 10:28
fixed in r509
Original comment by normen667
on 1 Apr 2010 at 7:57
Original issue reported on code.google.com by
normen667
on 2 Jan 2010 at 8:00