• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

btKinematicCharacterController unrealistic climbing

1 post in this topic

So I have a slightly modified btKinenematicCharacterController and I'm noticing two things about it that differ from the demo:

1. In the demo the character can push dynamic objects
2. the character climbs stairs smoothly and realistically instead of appearing immediately at the next step

I found some code that completely fixes the stepping down stairs from here: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=5684

I still had problems with climbing up stairs when the player moved onto the next step they would immediately appear at the next step instead of smoothly moving upwards. I tried to apply the from the stepDown function to the stepUp function but they are different beasts altogether. Without rewriting the whole thing from scratch I can't think of a way to fix the problems. When I set up my character controller I do this:
btTransform startTransform;
   startTransform.setIdentity ();
   startTransform.setOrigin (btVector3(0, 0, 0));

   btConvexShape* capsule = new btCapsuleShape(width, height);

   m_ghostObject = new btPairCachingGhostObject();
   broadphase->getOverlappingPairCache()->setInternalGhostPairCallback(new btGhostPairCallback());

   charCon = new btKinematicCharacterController (m_ghostObject, capsule, stepheight);


   dynamicsWorld->addCollisionObject(m_ghostObject, btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::AllFilter);

If anyone notices anything wrong with my setup let me know. Also If anyone has any examples of other kinematic character controllers not necessarily bullet could they point in the right direction?

Share this post

Link to post
Share on other sites

[quote name='ic0de' timestamp='1356125802' post='5013253']
I still had problems with climbing up stairs when the player moved onto the next step they would immediately appear at the next step instead of smoothly moving upwards.
[/quote]Like it's rising itself on its feet? I'm not sure how can you tell the difference at 60 fps.


I have been told the PhysX character controller is very good. I guess a day I'll register and take a look at it.


My best bet regarding your controller not pushing objects is that it 

  1. Is not associated with a persistent btRigidBody OR
  2. it entered sleeping state (remember do disable it, collision objects are equivalent to static)

As a side note LN3 is redundant, as the identity transform has (0,0,0) translation component.


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  
Followers 0