Sign in to follow this  
Bow_vernon

Still confused... T.T

Recommended Posts

Im stuck when implementing kinematic chrcter cntroller, I guess I have to distinguish it from rigid bodies, but then how will it interact with other things in a scene. How would I manipulate its movement? should I make custom collision response? Im gonna EXPLODE oh shit >.<

Share this post


Link to post
Share on other sites
[quote name='Bow_vernon' timestamp='1302994141' post='4799291']
Im stuck when implementing kinematic chrcter cntroller, I guess I have to distinguish it from rigid bodies, but then how will it interact with other things in a scene. How would I manipulate its movement? should I make custom collision response? Im gonna EXPLODE oh shit >.<
[/quote]

Has your engine got constraint joints in it right now? If yes, great - the character controller should be another constraint. If not, you'll need to do it the traditional way and apply forces/impulses at the beginning of the time-step :)

Share this post


Link to post
Share on other sites
Honestly, I havent code joint/constraint solver, I plan to do it later. I need to do character controller first. I hope someone could give me suggestions, advice, anything...should I create another class (CKinematicBody)? and handle kinematic body vs rigid body interaction separately?

Share this post


Link to post
Share on other sites
Whoops Im mainly confused at how to stepup a small obstacle. If I use capsule and hit the wall, I got two contacts, one is low(steppable), one is high. Now if I step up the lower one, it will climb infinitely... =.=a Unless I use cylinder...

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