New Character Physics Type Not Adhering to Physics #31630

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opened 2012-05-29 07:57:21 +02:00 by solarlune · 6 comments

Category: Physics

%%%Hello. The new character physics type is not adhering to the world's physics - there are currently two problems that I can see.

  1. Objects with that physics type fall linearly, not being affected by gravity normally. This can be seen simply by setting a Character object next to a Dynamic or Rigid Body object, and watching both fall.

  2. Objects with the Character physics type are accelerated by the World's Physics Substep property. This is wrong behavior - the Substep property is, to my understanding, to devote 'sub-frames' to the physics engine, allowing collisions to resolve with more finesse. Instead, objects with the Character physics type fall faster with higher substep properties.

In any case, it's good to see at least a little advancement with this physics type with the BGE. I would greatly appreciate it if someone could please fix these bugs. Thank you. :)%%%

**Category**: Physics %%%Hello. The new character physics type is not adhering to the world's physics - there are currently two problems that I can see. 1. Objects with that physics type fall linearly, not being affected by gravity normally. This can be seen simply by setting a Character object next to a Dynamic or Rigid Body object, and watching both fall. 2. Objects with the Character physics type are accelerated by the World's Physics Substep property. This is wrong behavior - the Substep property is, to my understanding, to devote 'sub-frames' to the physics engine, allowing collisions to resolve with more finesse. Instead, objects with the Character physics type fall faster with higher substep properties. In any case, it's good to see at least a little advancement with this physics type with the BGE. I would greatly appreciate it if someone could please fix these bugs. Thank you. :)%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%I'm assigning this to Benoit since he committed the patch. The first seems like it might be a feature/limitation of the character physics type. The second does sound like a bug though. It sounds to me that the movement is being done per timestep, and not based on delta time.%%%

%%%I'm assigning this to Benoit since he committed the patch. The first seems like it might be a feature/limitation of the character physics type. The second does sound like a bug though. It sounds to me that the movement is being done per timestep, and not based on delta time.%%%

%%%I'm uploading an example blend file. I've noticed that over long distances, the character object falls just slightly faster than the rigid body object. However, like I said before, I think this is more of an issue with the character controller, which doesn't follow normal physics (I think it's a ghost object with faked physics).

I cannot reproduce the second issue. Whether using 1 or 5 substeps, I do not see a difference in the fall speed of the character controller.%%%

%%%I'm uploading an example blend file. I've noticed that over long distances, the character object falls just slightly faster than the rigid body object. However, like I said before, I think this is more of an issue with the character controller, which doesn't follow normal physics (I think it's a ghost object with faked physics). I cannot reproduce the second issue. Whether using 1 or 5 substeps, I do not see a difference in the fall speed of the character controller.%%%
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Added subscriber: @Blendify

Added subscriber: @Blendify
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Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
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This task is being closed because the BGE has been removed in Blender 2.8.

This task is being closed because the BGE has been removed in Blender 2.8.
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