Kinematic Character Controllers
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Looks good.
Try testing things like:
- pushing against corners
- pushing against stacked vertically segmented wall, so you collide with several segments at once
- pushing against downward slopes
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can you provide scene to reproduce?
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each segment is a rigid body:
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i have a few question about your code ( i have not tested it yet)
why you use z-axis as up vector?
bulletController_ = new btKinematicCharacterController(ghostObject_, capsule, 0.3f, btVector3(0, 0, 1));
and later you use DOWN vector here
btTransform t;
t = bulletController_->getGhostObject()->getWorldTransform();
Vector3 newPos = ToVector3(t.getOrigin()) + Vector3::DOWN * height_ * 0.5f;
i would like to understand the mathematic behind it or kinematic …
from the youtube video it looks promising
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It does not matter which vector I’m setting. Vertical direction is rewritted when
bulletController_->setGravity(world->getGravity());
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ok thanks,
when i try to run the code “I use clion with cmake” I got SIGSEGV during initialising the Application in
Game(Context* context) : Application(context)
exactly in the code in Urho3d Timer.cpp
String Time::GetTimeStamp()
{
time_t sysTime;
time(&sysTime); // here we got SIGSEGV
const char* dateTime = ctime(&sysTime);
return String(dateTime).Replaced("\n", "");
}
which get called when initialisng input and try to Log something
it seems theres some memory damage some where which i don’t know
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Have you copied GameData folder to *.exe dir?
EDIT: and Data+CoreData
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yes i done …
but as i said, it does reach the code which setup the game … it crash on constructor of Game object
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I’m sorry, I do not have experience with “clion” (and do not even know what it is xD ) I tested this code with VS 2015 and recheck now with VS 2017
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no problem … i will try to reconstruct the programm in another code example
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it seems the issue with global variables and global.cpp
i habe removed global.h and global.cpp and used private variables in Game class and CharacterControl class then the example works.
again thanks for this great simple example
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How make this detectable for node collision?