Gosh 4 days work gone sucks big time!
Yes I use angular velocity on the sphere to drive it.
Linear velocity will make it drive straight through walls. And using force makes it's behaviour too unpredictable (for me at least, cause I don't have the maths to sort it out physically correct :( )
But I do use SetForce to make it jump.
Right now I'm trying to sort out a formula that will take into account mass, sphere radius and the simulator timestep. So that it will run the SAME on any FPS!
Something I haven't been able to do with ODE before in any way, shape or form.
I know you should not use variable-timesteps in ode (and I'm not doing so) but it really makes things difficult to run the same on different systems in different circumstances.. Unless you lock your FPS to a set amount - but that's so 80's ;)
Curious to know how you will get along with the raycasting approach. I never touched it since it sounds too much like a pogo-stick to me - and I never got the hang of that either :D
Good luck to us both-
Yes I use angular velocity on the sphere to drive it.
Linear velocity will make it drive straight through walls. And using force makes it's behaviour too unpredictable (for me at least, cause I don't have the maths to sort it out physically correct :( )
But I do use SetForce to make it jump.
Right now I'm trying to sort out a formula that will take into account mass, sphere radius and the simulator timestep. So that it will run the SAME on any FPS!
Something I haven't been able to do with ODE before in any way, shape or form.
I know you should not use variable-timesteps in ode (and I'm not doing so) but it really makes things difficult to run the same on different systems in different circumstances.. Unless you lock your FPS to a set amount - but that's so 80's ;)
Curious to know how you will get along with the raycasting approach. I never touched it since it sounds too much like a pogo-stick to me - and I never got the hang of that either :D
Good luck to us both-