There is some interesting discussions on the ODE mailing list about how to do this. There is also a little game aviable where the programmer tried to do this. From what I've read on the mailing list and in the comments of that game the result is not very good.

There were two main problems with this :
- first how to make a caped cylinder geom stay upright
- second how to make the body move smoothly as if the character was walking

I think that another problem is that ODE is rather CPU costly. I don't think it is possible to manage many characters with this system at the same time.

Still, it is not because something could not be done before that it can not be done now.

Souvarine.

Greg Ewing wrote:
Zoltán Döme wrote:
  
This would enable game developers to use the physics subsystem for
managing AI/user controlled "standing" characters, by disabling ODE to
change the orientation of a body, so the programmer can manage the
rotations of the body. (Thus we could have a body react correctly to
collision/gravity, and also have it stand upright at all times, like
an FPS character).
    

I'd be reluctant to try to force the behaviour of
ODE objects like this. There could be all sorts of
undesirable side effects.

It would be better to come up with a set of constraints
expressing the condition you want to maintain, and
let ODE work the way it naturally wants to.

Not sure offhand how you would do it exactly, but you
might be able to do something with AMotor joints to
apply a torque tending to restore the object to an
upright orientation.

--
Greg


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