[ODE] character jumping
Jon Watte (ODE)
hplus-ode at mindcontrol.org
Mon Aug 21 10:33:06 MST 2006
Apply a really large force for a single timestep; this counts as an
An alternative is to set a flag in your simulation object, and apply the
jumping force each frame until you lose contact with the ground, and
then clear the flag.
Jeff Kershner wrote:
> Is this best achieved with adding a force in an upward direction?
> Since forces are zeroed out each frame, how can I get a realistic jump
> of a character?
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