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$GMK::Physics::Bullet::friction and $GMK::Physics::Gravity

by Aleksander Elvemo · in Game Mechanics Kit · 07/04/2010 (9:35 am) · 5 replies

Hi!

I'm using GMK 1.2.8 with T3D 1.1 Beta1 and was wondering how these two constants worked.

I see that $GMK::Physics::Bullet::friction is picked up in source, so that one can define the friction with scripts instead of a hardcoded value in source, but I'm having troubles seeing any changes when I change the value.

My problem is that ragdolls will slide downhill like they lie on ice, creating some bizarre scenes. Any ideas of how I can increase the bullet friction? Also, gravity, since when players die, the ragdolls fall a bit in slow motion, as they look a bit weightless. Any tricks here? :)

Thanks for any replies!

#1
07/06/2010 (11:43 am)
Also, anybody experiencing loss of collision between players? I have a bounding box defined in its datablock, and have collision against static meshes!

T2D 1.1 beta1, gmk 128
#2
07/11/2010 (1:01 pm)
Let's see,
the problem lies somewhere in the player-to-player collision code. The playermodel have a col1-mesh, a defined bounding box in the datablock.

Also, it worked perfectly in T3D alpha 1.1 with gmk 127! Im clueless to where the error lies, can anyone point me to where this collision handling is executed in the sourcecode? :)

Thanks in advance!
#3
07/21/2010 (2:59 pm)
Hi Aleksander,

This is issue of T3D not GMK.

Collision between players is lost because of T3D 1.1 Beta1 modifications.
In Beta1 with physics either Bullet or PhysX there's no collision between players. Collision still exists only in mode without physics support.
#4
07/21/2010 (7:57 pm)
Hmm, ok :( Thanks for the reply!

So no ideas how to work around this problem? Anyone have a clue where to start looking? Point me in the right direction? :)

Thanks again!
#5
07/29/2010 (8:26 pm)
I think we should wait for T3D beta 2.
However playing with collision flags of players shapes might work.