If it is large it will stop early rotating. Okay, so I just applied what you guys said, and it is working great. Right now, I have empty objects that the hands and feet try to go towards. That is how I am having it walk, I animated the empty game objects. So the way the hands and feet go towards them are with Constant forces set to where they will go towards, but still constrained.
So what else could I do to allow the feet and hands to go toward the empties? Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. I don't see any motion just rectangular objects? Structure Unfortunately I just seem to be getting a few lines on the screen, nothings moving.
Oops, sorry! I think there is a big problem with how your executables work on other people's PC since you switched to DirectX if I remember correctly you first posted OGL demos.
Here's what I get both with Wine and VMWare can't reboot right now for confirmation on the real thing sorry :. Looks all pretty good on my machine :- I'm new to DX, so I'm not quite sure how to fix this Quote: Original post by VanKurt Huh? Nope, those lines are actually boxes ;-. TheUnbeliever I can't help with the problem but it runs fine here. Quote: Original post by VanKurt Nope, those lines are actually boxes ;- Works fine under native Windows : so no problem with your code. It's looking good!
You finally sorted out the impulse problem. Vadim Tatarnikov Vadim Tatarnikov 1, 1 1 gold badge 20 20 silver badges 36 36 bronze badges.
Moving Platforms Moving platforms can seem a little tricky, but are actually fairly simple. There are a few different ways to implement that. One algorithm is as follows: Before anything on the scene is stepped, determine whether the character is standing on a moving platform. This can be done by checking, for example, whether his center-bottom pixel is just one pixel above the surface of the platform.
If it is, store a handle to the platform and its current position inside the character. Step all moving platforms. Now, shift the character by the same amount. Entity Entity 5 5 silver badges 12 12 bronze badges. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. Improve this answer. I like your simplicity, though I really want to answer the OP's request to specify time and max velocity!
BTW, great handle! I may have avoided a discrete-math rathole, but I fell right into an integration crevasse! Thanks as well! That was quite a bit more complicated than I expected, but the end-result approximations are very close and work quite well. Beautiful job! After another hour playing with the discrete math, infinite series, and simultaneous equations, I've convinced myself that a linear or exponential decay of acceleration is both simple and reasonably accurate. BTW, formatting is harder than the math!
Yeah, formatting the equations to look good was tough, so I just wrote them as they would likely appear in code. There must be some way to make nicely formatted TeX-like equations, but I have yet to figure it out. Show 2 more comments. Warning: Partial Solution If we follow the physics as stated, there is no maximum velocity. As an alternative, consider the two forces acting on your object: The constant external force, F , that tends to accelerate it, and The force of drag, d , which is proportional to the velocity and tends to slow it down.
Now that the ball's rolling, is anyone willing to pick up the math? Community Bot 1 1 1 silver badge. Adam Liss Adam Liss Ryan Fox Ryan Fox. I initially forgot to mention that the friction should be between 0. Anyway, even though the above code increases the velocity using steps, I don't see how a maximum velocity is referenced by "b". GoatRider GoatRider 1, 6 6 silver badges 11 11 bronze badges. For this particular implementation, the fixed-frame isn't really an issue as there's not that many calculations to deal with and I'm not working with a limited -- i.
But yes, otherwise the delta time would definitely be part of the equation. Diones Diones 1, 2 2 gold badges 18 18 silver badges 26 26 bronze badges.
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