Hovercars sticking. Where to start fixing the problem?
by Victor Didra · in Torque Game Engine · 10/28/2002 (10:21 am) · 5 replies
We've recently gotten hovercars working, and have been playing around with the speeds, steering, etc. Unfortunately, they keep getting stuck on terrain and shapes.
Usually, when they get stuck, its when the car hits head on or in a way that would normally cause some sort of crash or big bounce. I think this is because I have made the collision box as smooth in front as possible. When there are any edges, the vehicle tends to get stuck on a wider variety of surfaces, even fairly smooth terrain.
Currently the front of my bounding box looks like a sled. I don't think I can make it much smoother, it seems like something that needs to be tracked down in code.
So, anyone know where to start looking?
Thanks
Vic-D
Usually, when they get stuck, its when the car hits head on or in a way that would normally cause some sort of crash or big bounce. I think this is because I have made the collision box as smooth in front as possible. When there are any edges, the vehicle tends to get stuck on a wider variety of surfaces, even fairly smooth terrain.
Currently the front of my bounding box looks like a sled. I don't think I can make it much smoother, it seems like something that needs to be tracked down in code.
So, anyone know where to start looking?
Thanks
Vic-D
#2
If it does, will this have an effect on collision problems? I figure that is a seperate issue from steering tweaks.
And, if it does, do you have any hints on what to do with it? Should I be experaminting with it more up front or in the back of the vehicle?
Vic-D
10/28/2002 (12:03 pm)
I've heard that the mass node no longer does anything. If it does, will this have an effect on collision problems? I figure that is a seperate issue from steering tweaks.
And, if it does, do you have any hints on what to do with it? Should I be experaminting with it more up front or in the back of the vehicle?
Vic-D
#3
const F32 sMaxCollisionTol = 0.1;
Try something like 0.4
The problem you are currently having is when lag becomes the issue, the vehicles will actually miss colliding with the objetc and hence, in the next tick, are actually in the object.
10/28/2002 (12:38 pm)
I solved this problem in my game by simply increasing this value in vehicle.ccconst F32 sMaxCollisionTol = 0.1;
Try something like 0.4
The problem you are currently having is when lag becomes the issue, the vehicles will actually miss colliding with the objetc and hence, in the next tick, are actually in the object.
#5
10/28/2002 (1:11 pm)
I had the same problem with a flying vehicle.. in stead of bouncing it would alwyas get stuck. I had to simplify the collision box to fix the problem. It's only a teporary fix tough, becuase its wings no longer have a bouding box now.
Associate Anthony Rosenbaum