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What we are doing with physics? #416

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ghost opened this issue Mar 22, 2018 · 2 comments
Open

What we are doing with physics? #416

ghost opened this issue Mar 22, 2018 · 2 comments
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@ghost
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ghost commented Mar 22, 2018

Actually work of suspension is broken. There's also problem of sinking objects.
I've been trying to fix it by modifying properties, Motion Clamping, setting bigger (and smaller) margin for collision solver.
None of them has given transactional result. There was idea on irc to reverse engineer physic engine - big task and it makes all affords connected with physics wasted. So I want to ask what's our path?

If we want use bullet, we should kindly ask on bullet's forum someone to verify ours models loader and settings of objects. (I have one extra copy of gta from humblebundle)
Ref:
#310 #76

@ghost
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ghost commented Mar 28, 2018

Can someone check this?
Shouldn't be here btConvexHullShape or btGImpactMeshShapes instead? (for dynamics)

btBvhTriangleMeshShape* trishape =

obraz

@darkf darkf added the physics label Apr 30, 2018
@Lihis
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Lihis commented May 9, 2018

If I recall correctly @danhedron said around October 2017 in irc that for character physics the target is to replace bullet with something else (reverse engineer the physics engine?) but I don't remember what else he said.

@danhedron could you give your statement of what we're going to do with the physics?

EDIT: got response at irc: "I'd love to get the physics exactly as they were"

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