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Found 25 results

  1. I'm not sure what's exact conditions when it does not work but manage to reproduce it when model with detection collider is a green in debug before target brush moves beside its area and in a release is a red (not detecting) 90% of time in same conditions when it should be a green. btw i don't...
  2. The code below gives 3 different error messages (if you press ignore each time). Here's the first one; Only get the errors in debug mode. In release mode the object is shot away at speed. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) {...
  3. Here's a small example on how physics on a moving object can be achieved. The physics objects are different to their visual counter parts so that they can be calculated without any rotation. Then using matrix magic the physics position and rotation can be transformed to any moving target....
  4. I want to be able have physics working on various different platforms that each have there own velocity and rotations happening. (In this example I'm just turning the floor object, so that might be the wrong way to do that.) On each platform I'd want to have physics working normally as though...
  5. > This is defintely the best result I obtained with Leadwerks physics to build a car; I think this car is good enough so that it could be used in a game. > The car reacts depending on terrain, feeling different if climbing or driving down. The car allows speed driving until 140-160 kmh > T...
  6. This is a demo for a future offroad game. It demonstrates what a typical offroad drive could be in this game. It is a challenge for the driver to find a way on this broken road. The player has to follow an old forgotten road, the nature has slowly begun to cover. In the future, it suppos...
  7. Tell me how to get a similar result, for bending fishing rods under load?
  8. Here's my attempt so far at making my own character controller. The reason for this is because I'm using multiple gravity directions in the same world and the current controller doesn't like gravity in any direction other than down the y axis. The problem I'm having is getting the controller t...
  9. What's the best way to add physics constraints to a custom player controller? For example, the cylinder shape is pulled toward gravity (which is not always straight down) then collides with an object, how do I stop little movements like sliding and twisting once it collides? As far as I can te...
  10. Now, I wrote a single script that creates suspension, steer and traction You have to create the chassis, 4 wheels, set this script to each one of the wheels and then paly with the configurable parameters. Enjoy: --[[ Autor Juan Ignacio Odriozola (charrua) Purpose: A script that fac...
  11. Charrua

    Joints

    Recently i posted a simple car made with joints without too much explanations... so What is a joint? This video shows joints in action. At the end, the stand alone executable and the complete project. The following text and figure is from the "ode-latest-userguide", f...
  12. Charrua

    Simple Car

    Here there is a way of making a simple car based on hinges This is not a tutorial, is just simply a stating point for the ones that want/like to play arround physics and hinges... I included the entire project and the distribution executable to test the scripts so, you have as I say a star...
  13. I just want to verify the way the physics commands should work. I'm assuming that Newton Game Dynamics uses real world equations to calculate the final force and velocity of objects. So if that's the case, what are the units of measurements that should be passed to each of the physics commands?...
  14. Hi! I was wondering if someone can point me a basic tutorial or example on how to create simple vehicle with 4.4? I haven't loaded workshop cars because, if I understood correctly, they were made for 3.x and vehicle physics have changed since. I also read that they were disabled at some point, is th...
  15. Hello everyone, I was wondering if it's possible to implement destruction physics in Leadwerks. Most of the game engine has this kind of physics already integrated. Is it already available and I didn't find it out ? Or it will be a future implementation ? Thank you !
  16. Hi everyone,can anyone give me a hand? I'm doing some port models, and my crane is getting very heavy physics. I've tried another but none of my taste, can anyone give me a hint ?? I've already used "PolyHedron" "ConvexHull" and "Convex Decomposition" but the best is "PolyMesh" but it gets v...
  17. Hi guys I am trying Leadwerks and it's good! I can't find nothing about how to join togheter different physical objects (for example to make a car with wheels). Obviously that car must be handled by physic engine. Is this feature available? Thank you!
  18. I am asking myself how to make a sphere that intersects with an other object notice that it did ? The problem with that is that, - I need no character physics shape, i want to keep the physics shape of the sphere. - Also I want no collision sice it would make no sense in the game I am currently m...
  19. I am trying to make a script for physics based doors (like Amnesia) where you can pull and push the doors. Right now I have slam open and slam closed, but the pull and push are super glitchy, so I think I'm approaching that the wrong way. Any suggestions on how to approach this?
  20. Hello I want to make an elevator-like capsule which has the movingplatform script attached. the problem is that it has some physics objects attached that are colliding with the capsule So how do you make a script or adjust things like that in the editor? The Objects that are attached to the movi...
  21. It would be nice to be able to set the stiffness of joints. Right now, things like ropes and ragdolls aren't really possible because everything looks like a rubber band.
  22. Hello all, I am having trouble positioning and moving an instanced entity. Basically, I am trying to instance a snowball in front of my creature and have him throw that snowball at the target. When I instance the object, I can force the position, but I don't know how to calculate the position...
  23. Sometimes the character controller appears to not step over very thin objects. For example, when using the bober trainstation from the workshop, the character controller will get stuck on the various debris and even some of the slightly elevated door frames (yet the navmesh generation still points t...
  24. I have made a rope model and attached bones to it, I can properly move bones in the editor, but when I add mass for one of the bones, this part of the rope simply disappears. How can I make bones act like props so I could connect them with ball joints?
  25. Hello there, I'm working with Leadwerks in these days and I think it's a really good game engine. However - as I've seen in other post here - there are some problems not importing the fbx files but apply them the collision physics. For example, I've created a house in 3ds max, I've exported it in...
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