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  1. Tell me how to get a similar result, for bending fishing rods under load?
  2. When climbing small stairs (only 24 deep x 16 high)running in EAST-WEST direction (if looking in top view) - EAST/WEST IS IMPORTANT! You may often get snagged on a teeny tiny step. Needless to say this is a disaster if you're being chased by a monster/enemy so in my opinion this is a major problem. Baffled as to why I've not heard it mentioned so maybe I'm doing something silly but seems straightforward to encounter to me. Maybe someone else can test and see if results vary? The same steps (copy paste) in a north south direction never seem to snag. Seems to be some physics bu
  3. Heyas, So I'm making this simple pachinko game. The basic gameplay is that balls will fall down hitting pins and occasionally triggering scoring areas that award more balls. All the balls and pins are CSGs with, Physics Mode: Rigid Body and Collision type: Prop. Right now the balls fall, hit the pins and simply roll off. Is there a way to adjust the physics properties of the pins and/or balls to get the balls to bounce a bit more when they hit the pins? Or perhaps the change the gravity of the balls? Thanks in advance! -can
  4. 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 to stay constrained to the up axis, when you move it with speed (shift key) you'll see that it drags across the terrain and bounces around. I'm not sure how to correctly use the joints settings to stop this kind of movement. Any help is appreciated. #include "App.h" using namespace Leadwerks;
  5. 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 tell, the inbuilt character controller only slides if the slope is greater than max slope. And when it moves around by key press it doesn't rotate left or right or jitter as it goes over various sloped polygons. Gravity is added like so in a different class to the controller; float _force =
  6. 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 facilitates the making of a simple car all you need is a chassis and 4 wheels assing this scrip to each wheel and set the object chassis then adjust some of the configurable parameters Parent: chassis entity : wheel 3 joints and 2 auxiliary entities are created the chain is: Parent
  7. Charrua


    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", figures are also form the JV-ODE documentation: In real life a joint is something like a hinge, that is used to connect two objects. It is a relationship that is enforced between two bodies so that they can only have certain positions and orientations relative to each other. This relationship is
  8. 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 starting point and just that, hpe it helps someone This is the editor view and the initial placement of the parts needed Basically I made 3 scripts physicsProperties.lua wheel.lua steer.lua First you have to create and place the car body or chassis, 4 wheels and 6 au
  9. This bug occurs on AI and Events.map since beta 4.5 https://1drv.ms/v/s!AtMv1SrHrjT3wi2zRj0x7H6aQedb
  10. 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? If I set an entities mass to 100.0f, and say this is 100 kg, what should input into into "AddForce()"? m/s² or Newtons? It would make sense to be newtons because that's the measurement of force. And also "SetFriction()". Is this the friction coefficient or the force in newtons that ha
  11. 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 that still the case? I guess not when watching this cool video I would appreciate any tips, thanks!
  12. 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 !
  13. Below code was attached to a Pivot function Script:Start() self.box1 = Model:Box(0.2,0.2,0.2) self.box1:SetPosition(self.entity:GetPosition()) self.box2 = Model:Box(0.2,0.2,0.2) self.box2:SetPosition(self.entity:GetPosition() + Vec3(0.5,0,0)) end function Script:UpdateWorld() if window:KeyHit(Key.F2) then local pos = self.box1:GetPosition() local joint = Joint:Ball(pos.x,pos.y,pos.z,self.box2,self.box1) joint:SetLimits(10,10) joint:EnableLimits() self.box2:SetMass(1) self.box2:AddForce(100,100,100) end end It works for Joint:Hinge(), I can not set minimum cone angle and twist angle f
  14. 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 very heavy! Thank you, follow an image of the model in the engine!
  15. 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!
  16. 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 making. It works with A character physics shape and a trigger, but the cylinder that is the only option with the character mode is not usable as said. To make it clearer, heres a screenshot of my game. It is an endless procedual generated game, the sphere is made visible on purpose. (to see
  17. http://pastebin.com/qgMYWban This is the script I used. I basically took the slidingdoor script and ran into this glicht, i removed the Use() function even but it is till usable. When i open the door via trigger, it works fine, but as soon as you use it manually it completely glitches into surrounding things. I already removed the door and set it up new , with all physics settings right, but it will still dont work.
  18. Collisions in Leadwerks EXCEPT for character collisions will tend to ignore collision triggers unless swept collision is turned on. If you turn on swept collision, and programatically move the object, all collision types except for character will detect the first trigger, move to the second, fall and then detect that it is in a trigger. Sadly I don't have a map ready to test on. Video
  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 moving platform should only collide with the player (or just not with the platform)
  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. If I import a mesh into Leadwerks and set the physics property to convex hull or polymesh in the Physics tab and enable the nav obstical option, the models do not affect the navmesh at all.
  23. I think it was already mentioned somewhere but there definitely seems to be something wrong with cylinder physics shapes in the beta. I'm using a slightly customized version of the AI and events tutorial map, that has a magazine prefab in it which uses a cylinder as part of it. In one spot it basically bounces away from its original spawn in a way that seems impossible given how close I have placed it to the ground. When I enter the elevator room my fps tank (don't know if that's related but it didn't do that before and that's the room where the barrels are.) And if I throw one or both
  24. 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 relative to the player facing. I also do not know how to calculate and apply the correct the velocity vector to be applied in order for the snowball to be thrown. As part of this, I would also like to be able to adjust this trajectory during the physics update in case I need to track a target.
  25. 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 to them as valid paths, as they should be).
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