Sign in to follow this  
Bow_vernon

Question about character controller

Recommended Posts

Bow_vernon    323
Im implementing a character controller for my physics engine. It worked well on a flat platform. Now I wonder how to avoid the sliding on a slope when the character is standing still? I tried to modify the friction value when itsnot moving, but it takes a while before it comes to a full stop. Help?

Share this post


Link to post
Share on other sites
wildbunny    550
[quote name='Bow_vernon' timestamp='1302542627' post='4797193']
Im implementing a character controller for my physics engine. It worked well on a flat platform. Now I wonder how to avoid the sliding on a slope when the character is standing still? I tried to modify the friction value when itsnot moving, but it takes a while before it comes to a full stop. Help?
[/quote]

If you use the character constraint I described in your other thread, this just happens automatically :)

Cheers, Paul.

Share this post


Link to post
Share on other sites
Bow_vernon    323
Ok, but I think that'll make my character 'sticky'. What if another object bumps into it? it should get some impact, right?
TBH I dont fully understand the inner working of your character controller(hehe). It modifies speed to match desired target velocity right?

Share this post


Link to post
Share on other sites
wildbunny    550
[quote name='Bow_vernon' timestamp='1302567750' post='4797320']
Ok, but I think that'll make my character 'sticky'. What if another object bumps into it? it should get some impact, right?
TBH I dont fully understand the inner working of your character controller(hehe). It modifies speed to match desired target velocity right?
[/quote]

Thats what the strength parameter is for - you don't want it to be infinitely strong. :)

Cheers, Paul.

Share this post


Link to post
Share on other sites
wildbunny    550
[quote name='Bow_vernon' timestamp='1302628744' post='4797568']
Umm you got any good reference to read? I think Im a little bit confused =.=a
[/quote]

Sorry, no reference I know of - you'd have to design the constraint from the ground up, but its not that hard to do :)

Share this post


Link to post
Share on other sites
Bow_vernon    323
Well here's what I do
[code]
void ChangeVel(vec3 targetvel)
{
m_vVel+=(targetvel-m_vVel)*m_fRate;
}
//where does the strength value come into play??
[/code]
I think I got it I'll test it later...

Share this post


Link to post
Share on other sites
wildbunny    550
[quote name='Bow_vernon' timestamp='1302699570' post='4797928']
Well here's what I do
[code]
void ChangeVel(vec3 targetvel)
{
m_vVel+=(targetvel-m_vVel)*m_fRate;
}
//where does the strength value come into play??
[/code]
I think I got it I'll test it later...
[/quote]

No, I'm afraid that's not going to do it :)

Firstly, you can't just arbitrarily start modifying velocity like that - you need to compute an impulse which involves two bodies; the character and the thing he's standing on. Remember Newton - equal and opposite reaction :)

Cheers, Paul.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this