Closed GoogleCodeExporter closed 8 years ago
Original comment by scrawl...@gmail.com
on 8 Dec 2011 at 2:55
Another reason why this is important: Due to the rounded nature of spheres,
crashing into a wall feels way too "bouncy", which severly affects gameplay.
Original comment by scrawl...@gmail.com
on 8 Dec 2011 at 3:53
This on screen is because road wall (gray) has no bullet triangles, only road
has. This because car rarely hits road wall from outside and we want to save
collision cpu time.
So the error is not that huge, but sure it is there.
This needs tests first, if convex will give better collision experience than
sphereshape (spheres are smoother, convex could give sudden jumps (collision
response) when sliding and then (in next frame) overlapping another road
triangle).
Original comment by Cry...@gmail.com
on 16 Dec 2011 at 6:49
I agree - car wall collision is too bouncy. But both have restitution at 0.0,
this is probably solver's or shape's collision fault.
Surely we could improve this auto spheres location by putting their positions
to each .car file.
I think even that if we decreased all spheres radius and set it for each car
and tweak it to match car mesh that would suffice. But this means lots of game
starts and checking which requires a lot of time and is tedious.
Original comment by Cry...@gmail.com
on 16 Dec 2011 at 6:54
Original comment by Cry...@gmail.com
on 4 Mar 2012 at 7:34
At least 2 new params for front and rear length pos.
or just all spheres positions in .car
Original comment by Cry...@gmail.com
on 17 Jun 2012 at 8:49
Front and rear positions in .car, much faster to tweak witch car edit save and
reload. Fixed for cars in sim_com branch.
Original comment by Cry...@gmail.com
on 23 Nov 2012 at 4:18
Original issue reported on code.google.com by
scrawl...@gmail.com
on 8 Dec 2011 at 2:55