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Dark Physics & Dark A.I. & Dark Dynamix / Platforms and Character Controler

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george++
AGK Tool Maker
16
Years of Service
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Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 17th Aug 2010 11:22 Edited at: 17th Aug 2010 11:42
Please take a look here:
http://www.youtube.com/watch?v=hpUEgGtllng
As you can see the character controller cannot stay onto the platform.

I read in the manual:
"There are a few issues to be aware of:

if a dynamic actor is squished between a kinematic and a static or two kinematics, then it will have no choice but to get pressed into one of them, in future versions we may make it possible to have the kinematic motion be blocked in this case

kinematic actors will only collide with true dynamic actors, but not with static actors, this may also change in the future ?"

What should be the type of object for a platform? I thought that the DarkPhysics could take care of all hard jobs to avoid the issue above.

I tried to create the platform as a dynamic rigid mesh but for reasons only TGC knows nothing happens (it is not affected by the gravity).



Then i tried to make the dynamic mesh a kinematic actor:



but nothing happened.
Do you believe, you guys in the TGC, that someone could really produce a serious project with DarkPhysics which is full of bugs and has the worst documentation a programmer could ever read?
Is your target some bucks only?
HowDo
21
Years of Service
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Joined: 28th Nov 2002
Location: United Kingdom
Posted: 17th Aug 2010 22:03
We have the same problem in basic, but here's a fix that might let you get going.

this line
dbPhyMakeRigidBodyDynamicMesh(nPlatform);

change too
dbPhyLoadRigidBodyDynamicMesh(nPlatform, "filename2.x",0);

and see if it works.

Dark Physics makes any hot drink go cold.
george++
AGK Tool Maker
16
Years of Service
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Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 18th Aug 2010 00:20
Thank HowDo for your suggestion.
But the solution is not lying here. The DarkPhysics is not a new product. The TGC should have fixed these silly bugs a long time ago.
I think I don't have the courage to facing the question
"Is it my bug or a physics bug?"
every time something is not going as I expected
george++
AGK Tool Maker
16
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 18th Aug 2010 09:27
Quote: "...change too
dbPhyLoadRigidBodyDynamicMesh(nPlatform, "filename2.x",0);..."


FYI: This function has ruined my x file model. It was a DirectX 9.0 file and was exported by the Ultimate Unwrap3D. Fortunately it was a simple model, only for test purposes.
HowDo
21
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Joined: 28th Nov 2002
Location: United Kingdom
Posted: 18th Aug 2010 20:39
does not have to be an .x on the end could be whateverethefileis.abc

Why did I say try this, we've found that this command only makes a mesh file to use in the code when you use load instead of make. (code takes longer to run)

plus I do not yet use GDK so I not sure how you would put the object ID mesh filename and matrials number into it. may have right.

Dark Physics makes any hot drink go cold.
george++
AGK Tool Maker
16
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 20th Aug 2010 12:03
I see...
Here is the code again, modified according to your suggestion:



Gravity is OK, but the collision is not working.
george++
AGK Tool Maker
16
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 23rd Aug 2010 11:41
Well, I still try to make a character controller move on a platform. In the video bellow you can watch my problem:

http://www.youtube.com/watch?v=PSLVznHLqeg

When the platform changes direction the character controller follows with a short delay. This issue goes worst when the platform is moving with greater speeds.
Does anyone knows how can I remove this delay?

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