one stop for all game coders..
| Managing rigid body |
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| Written by CR Team | |||||||||||||||||||
| Monday, 10 August 2009 14:16 | |||||||||||||||||||
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There is a certain process in order to manage the rigid bodies created using Director+Ageia physics engine. Few are the things that need to be kept in mind while making use of rigid bodies in your 3d environment: We have listed 6 of them for now 1. Name the rigid Body with the same name as the 3d model, this will help you to manage them easily.
2. Delete a model only after the rigid body is deleted.
3. DONOT delete a rigid body within a collision handler ! Populate a list of rigid bodies to be deleted and then once out of the collision handler , delete the rigidbody in the list. 4. Set the mass greater than zero, as soon as the rigid body is created.
5. Properties like linear-damping, friction will be taken from the physics world in case you dont specify them to each of the rigid body created. Hence specify own values in case you want specific rigid body to behave as desired !
6. Disable LOD modifier in case you are getting errors while creating rigid bodies for specific model ( as a last workaround though ) Will add more in case something noticeable is found :)
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