[ODE] Avatar control vs gravity
michael.rauh at gmail.com
Tue Nov 16 22:17:09 MST 2004
A quick search through the docs for 'gravity' will hit
void dBodySetGravityMode (dBodyID b, int mode);
int dBodyGetGravityMode (dBodyID b);
Not that hard after all. Without that, applying a force of -mg to the
body each step wouldn't be that hard either.
On Tue, 16 Nov 2004 11:35:08 -0700 (MST), Tim Rightnour
<root at garbled.net> wrote:
> I'm still working on moving avatars and NPCs around, and now I've run into an
> interesting problem.
> If I set a frictionless contact between the avatar and the ground, motion seems
> to work very well. However, when the object begins to head downhill, gravity
> kicks in, and the object starts sliding down the hill. Conversely, when going
> uphill, the object has trouble going any speed at all.
> Is there an easy way around all this, or am I going to have to counteract
> gravity at every step? If I set a high friction contact, the gravity isn't a
> problem, but I can't accelerate the NPC enough to make it usable.
> Tim Rightnour <root at garbled.net>
> NetBSD: Free multi-architecture OS http://www.netbsd.org/
> NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi
> ODE mailing list
> ODE at q12.org
More information about the ODE