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Thread: Ragdoll physics, line vs polygon testing

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  1. #1
    Hi Ingemar, did you see this site?
    http://www.gamedev.net/page/resource...-physics-r2714

    Maybe you have, but if not, it might help

    cheers,
    Paul

  2. #2
    Quote Originally Posted by paul_nicholls View Post
    Hi Ingemar, did you see this site?
    http://www.gamedev.net/page/resource...-physics-r2714

    Maybe you have, but if not, it might help

    cheers,
    Paul
    I have seen it but overlooked it, since the collision response part is a bit too brief, and that's the hard part! But I have tried the demo, and it works surprisingly well! So I guess I'd better give that collision response section another try.

    And I do work in 2D. That's enough for a simple physics-based game.

  3. #3
    Thanks for the pointers! I think I have a working system now. BTW, here is the page that was my inspiration (although it lacks collision handling): http://www.aquinhasa.com/?p=56

  4. #4
    Quote Originally Posted by Ingemar View Post
    Thanks for the pointers! I think I have a working system now. BTW, here is the page that was my inspiration (although it lacks collision handling): http://www.aquinhasa.com/?p=56
    That link doesn't work for me...can't find aquinhasa.com...

    cheers,
    Paul

  5. #5
    Quote Originally Posted by paul_nicholls View Post
    That link doesn't work for me...can't find aquinhasa.com...

    cheers,
    Paul
    I just tried it again and it popped right up. Maybe it was temporarily down?

    I don't know if my ragdoll will ever be perfect, now I have some problems with sticks passing through polygons again, but I think it is less common than before. The big step was to add a size to every particle, so the actual point is kept outside the polygon. Then I get less problems with numerical precision, which often occurred when a particle was right at an edge.

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