TGB Physics feedback and questions
by Stephen Zepp · in Torque Game Builder · 05/14/2008 (5:07 pm) · 5 replies
Please use this thread to talk about the physics updates and optimizations in TGB 1.7.3!
#2
11/24/2008 (7:14 am)
BTW, we are using TGB 1.7.4 :)
#3
Is there some method for explicitly controlling the order of operations? It would be nice if we could ensure that the collision responses propagate from the bottom up, in terms of which objects are being affected by gravity.
11/24/2008 (8:19 am)
A quick note: something I just noticed is that the order of blocks matters. Swapping the blocks (i.e. Block2 sitting on Block1) fixes the problem.Is there some method for explicitly controlling the order of operations? It would be nice if we could ensure that the collision responses propagate from the bottom up, in terms of which objects are being affected by gravity.
#4
Just to be clear on this, we'd be happy with the ability to sort the order of interactions on the Y axis. It doesn't need to be anything complicated. :)
11/25/2008 (11:14 am)
Quote:Is there some method for explicitly controlling the order of operations?
Just to be clear on this, we'd be happy with the ability to sort the order of interactions on the Y axis. It doesn't need to be anything complicated. :)
#5
12/14/2009 (10:51 am)
I am making a platformer and I need my character to be able to push a box. Do you know how I would be able to do this with physics? what settings does the player need and what settings does the box need?
Torque Owner Fredric Echols
We have noticed that instability occurs when objects with gravity are stacked. Here is the situation we have:
[BlockWithGravity1]
[BlockWithGravity2]
[ImmovableSurface]
Sometimes the first block will begin to slowly "sink into" the second block. The second block will then begin to rapidly oscillate between penetrating Block1 and immovable surface.
It appears that when Block2 is pushed out of the surface, it does not push Block1 up, but overlaps it instead.
We've noticed this behavior with all of the built-in collision responses, including rigid.
The test case we have is a set of blocks with gravity and physics, and with the "Mouse Draggable" behavior assigned to each block so we can easily move and stack them.
Is there anything that we can do to prevent bodies sinking into each other? We'll be happy to provide a test case, if needed.
Thanks!