[Bf-committers] Game Engine / Physics issues

Kester Maddock Christopher.Maddock.1 at uni.massey.ac.nz
Thu Nov 25 10:07:00 CET 2004


Hi Mal,

They jitter because there is no support for stacking, or sleeping slow moving 
objects in the simulation.  Cranking up the physics tic rate, (or setting it 
to zero ie unlocking it) decreases the size of the jitter, but is not really 
a solution.

A blender user works for a publishing company, and has sent me a book on Game 
Physics which should be arriving soon.

Kester

On Thursday 25 November 2004 08:58, Mal wrote:
> Hi Kester,
>
> With all the new, easy to use features in Blender, I'm starting to get
> back into it again so I put together a set of textured sample scenes for
> the games engine.
>
> I've created a number of scenes, containing simple tests ( using boxes,
> spheres, polytopes ) that might be of use when updating the physics code.
> ( it might be of interest to all coders, to see how cool the physics
> engine 'nearly' is ).
>
> Here's the blender file
> www.candointeractive.com/blender/PhysicsTest.blend
> <cid:part1.09090808.07000502 at candomultimedia.com>
>
> You'll notice how there is a lot of jittering when objects are stacked,
> or even when they are 'resting' on the ground ( again, look at
> http://www.candointeractive.com/gamedesign/car and check out the stack
> of boxes ahead of the car when you collect the pickup, and run into them
> to scatter and watch as they settle again ).
>
> One of the scenes ( MaterialColorBoxes ) is of great interest to me...
> it would be great to see the colour of the boxes taken directly into the
> game engine ( assuming no textures were assigned to it ).  I have been
> asked to put together some content for students, and this is something
> I'd really like to see working, so that they could be taught
> interactivity via the game engine, on their own scenes.
>
> Mal
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