Wow, thanks Erwin, I didn’t notice any problems with the demos except one thing.
I noticed when I dropped a box on the bending cylinder in one of the demos the box didn’t react to the armature movement, it was as if the bounding box of the cylinder was static. I’m guessing this will be resolved when we have compounds if we’re able to parent the compound objects to the bones. (which will be essential for precise collision for animated characters.
I did like the fixed constraint demo, one hint I could tell people is they can wrap a non collidable object around the jointed bodies and parent it to one of the physics bodies to give the appearence it’s one object.
Also, since you’re into physics I think you’ll like this http://blenderartists.org/forum/showthread.php?t=69933
I made it using your engine to do the physics calculations, I didn’t need the simulation to have high framerates since it wasn’t for a game.
Yes, this setNumTimeSubSteps will be in the final build. It suspends all dynamics, so no per-object control. Don’t use suspendDynamics on the object, use above setNumTimeSubSteps.
Hello Erwin
I’ve noticed that you have fixed the highspeed/ less steering…I guess
It works well
But, my problem it’s that when the vehicle jumps it often turns upside down
How can I avoid this…automatically or maybe with a keyboard key action?
Thank you in advance
Ok, the preview33 is build using Visual Studio 2005, which is not compatible with all systems. The final release uses an older visual studion, which should be fine. Still, the same code.
Yes, this setNumTimeSubSteps will be in the final build. It suspends all dynamics, so no per-object control. Don’t use suspendDynamics on the object, use above setNumTimeSubSteps.