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shadey
14
Years of Service
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Joined: 25th Jan 2010
Location:
Posted: 1st Feb 2010 02:15
hi, I was testing out darkphyX more this weekend.. after making a .x model in cartography shop. I loaded it into dbpro fine. the models were simply 2 hollowed cubes with default thickness.. what i have found though are that objects are passing straight through the model at corner point as seen in attached image, the ball will pass through the corner and actually come out the opposite corner!
Other places are ok and the ball rebounds as expected
Any explanation for this?

Hail to the king, baby!

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Duke E
15
Years of Service
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Joined: 10th Mar 2009
Location:
Posted: 1st Feb 2010 09:52
Can't really say what's going on unless you show us how you create the physics for the walls, i suspect the ball is a standard "phy make sphere"?

Best bet is to use the debugger, shoot balls at the corner then look at the debugger to see if the geometry of the corner is off. Maybe you scale the models? The creation of physics objects from scaled models is somewhat flawed.

Regards
shadey
14
Years of Service
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Joined: 25th Jan 2010
Location:
Posted: 1st Feb 2010 19:09
In the dark physx/demos/ragdoll/shooter demo .. where you shoot the falling ragdolls... certain 'spots' on the base that the dolls land on..seem also to allow the ball you fire to travel straight through..

Hail to the king, baby!
shadey
14
Years of Service
User Offline
Joined: 25th Jan 2010
Location:
Posted: 4th Feb 2010 19:03
anyone? sorry to bump but I haven't been clearly answered.
Here is the code for what it is worth
[/code]
Rem Project: raverdavesphysxtest
Rem Created: Friday, January 15, 2010
Rem ***** Main Source File *****
phy start
autocam off
sync on
sync rate 120

global shooter
global mx
global my
global power
color backdrop 0
position camera 0,80, -40
`make object box 1, 50, 1, 50
load image "sman.bmp",1
`load object "tit2.x",1
load object "room.x",1
position object 1,0,-20,0
`scale object 1,10,10,10
phy make rigid body static box 1
shooter=80
power=3

max=13
for n=6 to max
make object cube n, 5
texture object n,1
position object n, 0, n*10, 0
phy make rigid body dynamic box n
next n
for n=max+1 to max*2
make object cube n, 5
texture object n,1
position object n, 20, n*5, 0
phy make rigid body dynamic box n
next n



`position camera 0,10,0
`point camera 0,10,100


shot=50
count=2
do
if mouseclick()=1 and count>100
make object sphere shot,3
color object shot,rgb(255,0,0)
position object shot,camera position x(),camera position y(),camera position z()
set object to camera orientation shot
phy make rigid body dynamic sphere shot
phy add rigid body local force shot,0,0,200,0,0,1,2
count=0
inc shot
endif
inc count
mousecontrol(0.5)
phy update
sync
loop


function MouseControl(Speed as float)
`if mouseclick()=1 then move camera 0.5
if mouseclick()=2 then move camera 0.5

yrotate camera camera angle y() + mousemovex()*0.3/2
xrotate camera camera angle x() + mousemovey()*0.3/2
if wrapvalue(camera angle x(0))>100 and wrapvalue(camera angle x(0))<120 then xrotate camera 0,100
if wrapvalue(camera angle x(0))>180 and wrapvalue(camera angle x(0))<280 then xrotate camera 0,280





endfunction



[code]

Hail to the king, baby!

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