Im working game in which a TANK character passes through several objects that are trying to block its path. Most of the time the object will push or break (change a complete proxy object for a broken object in real time) through the other objects. Ive already done this in ODE but I cant get it to work here.
In ode what I did was to set the mass of the object trough the body to a high value (100 or 1000) and set the mass of the other body to a low value (1) so when the character moves it will push any object (since the force its applying to each collision joint is larger) I also reduced the ammount of collision points so several collision points wont end up creating a larger force capable of stopping the character.
How can I do that in Bullet?
Unstopabble object
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- Posts: 4
- Joined: Sat Jul 05, 2008 12:10 am
Re: Unstopabble object
No ideas? even applying some extra force to each collision point per example? (would that work?)
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- Posts: 8
- Joined: Sat Feb 16, 2008 5:12 pm
Re: Unstopabble object
Why can't you use the same method as you did in ODE (setting accurate masses)? Is Bullet more sensitive to high mass ratios?