Physics in 1.7.3/1.7.4
by Christian Rousselle · in Torque Game Builder · 07/08/2008 (4:10 pm) · 4 replies
Hi,
I have a problem with physics in TGB. I am pretty sure I set something up incorrectly. I have four stones in the scene with the following properties:
For the four stones
Constant Force X:0, Y:10
Gravitic, Force Scale 2.0
Send Collision
Send Physics, Receive Physics
Calculate Mass and Interia, Default Values
RIGID collision response
For the cave walls:
Receive Collision
I would have expected the stones to slow down and come to rest after a while but they keep bouncing and rotating...
Video:
http://www.youtube.com/watch?v=DjXu9ioxgec&fmt=18
Any ideas?
Thank you.
I have a problem with physics in TGB. I am pretty sure I set something up incorrectly. I have four stones in the scene with the following properties:
For the four stones
Constant Force X:0, Y:10
Gravitic, Force Scale 2.0
Send Collision
Send Physics, Receive Physics
Calculate Mass and Interia, Default Values
RIGID collision response
For the cave walls:
Receive Collision
I would have expected the stones to slow down and come to rest after a while but they keep bouncing and rotating...
Video:
http://www.youtube.com/watch?v=DjXu9ioxgec&fmt=18
Any ideas?
Thank you.
#2
07/09/2008 (1:41 pm)
Hm :-( I played around with the values without any success.
#3
Also, I've had better luck not using the "calculate mass" button and putting it in myself. This usually means you have ton increase the gravity coefficient though.
you should also play with restitution and see how that effects your jumbling.
-nic
07/09/2008 (4:24 pm)
Don't know the solution for you, but that art looks great.. Me loves it! If you do get desperate, I would be happy to play around with it. I would need to see your code though.Also, I've had better luck not using the "calculate mass" button and putting it in myself. This usually means you have ton increase the gravity coefficient though.
you should also play with restitution and see how that effects your jumbling.
-nic
#4
I thought that it might have something to do with send/receive physics and/or collision.
I have physics experience (with rigid body engines and I created open source project Simpull - http://code.google.com/p/simpull/), but not with TGB.
Any associate able to address this issue? What setting(s) must be tweaked to get our rigid bodies to come to rest as expected?
09/16/2008 (5:05 am)
I am in the same situation. Additionally, I have changed the restitution down to zero to greatly reduce the bouncing/jitteryness, but the sad fact is they do not come to rest......just continue to jitter.I thought that it might have something to do with send/receive physics and/or collision.
I have physics experience (with rigid body engines and I created open source project Simpull - http://code.google.com/p/simpull/), but not with TGB.
Any associate able to address this issue? What setting(s) must be tweaked to get our rigid bodies to come to rest as expected?
Torque Owner Simon Love
Increase the mass
play with the Density value, which you don't seem to be using in your example.
Might be completely off target, but I'm pretty sure messing around with those values will at least change the physics response for your objects.