Angle object along ground surface
by Thomas Pereira · in Torque Game Builder · 06/17/2007 (11:37 am) · 2 replies
I am wondering what some others opinion is on solving a problem. I've created a platform behavior which is rather unique from the ones I've seen on the board using a variety of techniques. One of the things I have integrated is simply objects changing angles based on the ground surface. All I am doing is setting an angular velocity depending on whether the left side of the object is on the ground, or the right side of the object is on the ground.
The purpose of my post is that this technique causes a few glitches. I'm wondering if anyone has any other intuitive ways to make an object conform to the collision polygon it is colliding with on the ground surface.
The purpose of my post is that this technique causes a few glitches. I'm wondering if anyone has any other intuitive ways to make an object conform to the collision polygon it is colliding with on the ground surface.
About the author
#2
2) I don't even use the collision callback, I use pickline; I use pickline because the collision callback gets unreliable when you're talking about more then 1 collision.
3) Like I said, not using the collision callback. Plus, from previous tests I don't think it would be much use.
I'm sure there is a simple method to solve this problem in a reliable manner, just need to find it.
06/20/2007 (7:16 am)
1) Angular velocity doesn't apply barely any angular force when there is a collision, so it takes ages for an object to move to the proper angle when using it from what I've noticed.2) I don't even use the collision callback, I use pickline; I use pickline because the collision callback gets unreliable when you're talking about more then 1 collision.
3) Like I said, not using the collision callback. Plus, from previous tests I don't think it would be much use.
I'm sure there is a simple method to solve this problem in a reliable manner, just need to find it.
Torque Owner John McArthur
Are you rotating from the objects current angle to the new angle after a new collision normal is found?
What about just setting your object to the angle of the collision normal received?