Unusual collision behaviour
2 posters
Unusual collision behaviour
Hi,
I am having some unusual behavior with my collision.
I have a collision mesh (actor) with a object (dynamic actor) moving over this mesh using setLinearVelocity().
This works fine until the object hits the edge of any triangle in the mesh which seem to make the player 'jump' as if it has hit something at this edge.
I have used different scales and have tried one big mesh as well as separate meshs with the same result.
Has anyone else come across similar behavior?
Thanks,
Fish
I am having some unusual behavior with my collision.
I have a collision mesh (actor) with a object (dynamic actor) moving over this mesh using setLinearVelocity().
This works fine until the object hits the edge of any triangle in the mesh which seem to make the player 'jump' as if it has hit something at this edge.
I have used different scales and have tried one big mesh as well as separate meshs with the same result.
Has anyone else come across similar behavior?
Thanks,
Fish
Fish- Posts : 9
Join date : 2009-04-30
Re: Unusual collision behaviour
It can be caused by using the optimizer on a static triangle mesh... the optimizer will degenerate triangles and that can cause the physic to behave strangely because of that.
Re: Unusual collision behaviour
Alas it wasn't that.
I have reduced the problem by x100 the scale. setting the margin to 0.2f and changing the bound to sphere.
I have reduced the problem by x100 the scale. setting the margin to 0.2f and changing the bound to sphere.
Fish- Posts : 9
Join date : 2009-04-30
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