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Jumpy physics - RESOLVED

by Kyrah Abattoir · in Torque 3D Professional · 04/02/2010 (12:17 pm) · 9 replies

In Torque 3D 2009 Pro 1.1 Beta 1 , using the physics demo map, whenever the player is standing on a physical object it's sort of "jumpy"

Is it the normal behavior or is there a problem?

#1
04/03/2010 (3:31 pm)
surprisingly no one has answered this yet

(note: I'm not sure whether or not my next statement is true) I think it has something to do with PyshX taking advantage over the original player code. When i installed PhysX in my "Full Template" project, i got the same jumpy result.

Also...
Quote:whenever the player is standing on a physical object it's sort of "jumpy"
...It's not only physical objects. Try adding a static shape and jump on the edge of it, the results will be the same.

Can/will this fixed for the next beta? I really want PhysX in my project but this strange jumpy physics kinda annoying =/.
#2
04/03/2010 (4:15 pm)
Player is not a Physx object... I recall, thus has issues colliding with physx... but yep, previously reported. (alas I'm not going hunting for the link right now)
#3
04/03/2010 (4:21 pm)
Quote:Player is not a Physx object... I recall, thus has issues colliding with physx
But why does the player jump when colliding with any (not only physics objects) in the physics demo (sry if it's a stupid question)?

Quote:but yep, previously reported
Where is that thread. Never seen it. tho I'm not sure I've even searched for it
#4
04/06/2010 (8:21 am)
Quote:Player is not a Physx object...

How do you explain this then?
PhysicsPlayer* PxPlugin::createPlayer( Player *player )

Also found this code in player.cpp onAdd function
if ( gPhysicsPlugin )
      mPhysicsPlayer = gPhysicsPlugin->createPlayer( this );
Which proves my point where i said
Quote:I think it has something to do with PyshX taking advantage over the original player code

I just did some research ;)

But bump, "Where is that thread"?
#5
08/21/2010 (9:05 am)
Logged as TQA-878.
#6
08/21/2010 (3:45 pm)
You're aware that this issue is fixed in 1.1 beta 2 right? Just so you guys don't try to debug something that is fixed.
#7
08/22/2010 (6:31 am)
Actually... i think i've seen this issue in beta 2 myself. I think its still around.
#8
08/23/2010 (6:24 pm)
It is indeed still around, we just now confirmed it. It only seems to occur if the player is not the control object.
#9
10/06/2011 (3:37 pm)
Fixed in 1.2.