Closed eric556 closed 3 years ago
Hi, Thanks for the contribution :-)
The way I remember it, set_position
updates the position but doesn't update the velocity of the object, wich makes non-realistic simulation in case a dynamic object hits the kinematic body.
But that may have changed since the introduction of velocity-based kinematic bodies. I have to look at that.
I can test it out against dynamic bodies some time today to see if thats still working. Ill add some dynamic objects in the example that you can push around. When I was digging around it looked like body.position() was never returning anything but the initial value that it was set to in the spawn startup_system. So it looks like when we set the next kinematic position it isnt being propagated to the actual position
This can leave to unexpected behaviour specially in collision detection. Also talked about it in here.
Im going to close this one in favor of #148
Fixed KinematicVelocityBased not moving and added an example. Not entirely sure if set_position is the right thing to do there but its gets objects moving.
Possible fix for #145