Suggestions how to solve kite-behaviour


I am trying to make a kitegame.
Since I am quite new to blender and can not program in python, I am trying to simulate the behaviour of the kite with the logic bricks. Unfortunately, I am not having a lot of success this way.

What I am trying to do is to simulate the wind-window. Here an illustration:

The wind-window is a quarter-sphere. It’s the zone in which it is possible to fly the kite… the more the kite comes closer to the window-edge, the less drag and slower the kite gets. The more it goes into the powerzone, the more drag and faster the kite gets.
Does anyone have an idea how I could solve that?

I think the best solution would be with a python-script with accessing the rotation and the position of the object.

Since I have no idea with python I am trying to solve it via ray-sensors. However, the ray-sensors do not work like they should?!

That’s the blend file:

Thanks already for your help!


Hi a-k-m,

that sounds like you’re having quite a task ahead.
My idea would be to define a vectorfield in python,
which acts as a force dependent on the rotation of the kite
(dot product of vector field and normal vector of the kite).

However, that solution wouldn’t allow for the shape of the kite
to have any effect, which may not be what you want.


a dirty solution for logic may be this: create your landmass, and over it make wedge shapes (like thick orange wedges) that create a hemispere (sort of like how the picture is shown). Wedges above could have different pull values to those closer to the horizon- all you then would need is a collison or near sensor to tell the kite which wedge its in or near.