Buncha Questions
Posted: Thu Dec 04, 2008 5:04 am
I've heard it's recommended to use surface velocity to move your player. However, mine keeps falling on his back. How do you handle this?
Also, if surface velocity affects all sides of the object in the same direction, you wouldn't be able to balance something on your head without attaching another shape, would you? This feature seems a little odd to me -- I'd think you'd just give it one dimension of velocity that acts clockwise or counter-clockwise depending on its sign.
Can I add a collision pair function for things of collision type 1 with all other things regardless of type? For example, to allow a player to jump off of any object, one must know if the player is standing on an object.
Do you know of a good algorithm for breaking down a concave shape into the smallest amount of convex shapes that would fill the same space?
(and now for the zany stuff)
Can you think of a way to model aerodynamics in chipmunk? For example, a dart tending to line up with the direction of its velocity, a dolphin beginning a turn by bending its body, a skydiver falling faster when his limbs are together.
What about top-down wheel-tracking for a car -- that is, how a car rarely drifts sideways unless it has a lot of momentum.
Or a character sliding down walls like megaman
Also, if surface velocity affects all sides of the object in the same direction, you wouldn't be able to balance something on your head without attaching another shape, would you? This feature seems a little odd to me -- I'd think you'd just give it one dimension of velocity that acts clockwise or counter-clockwise depending on its sign.
Can I add a collision pair function for things of collision type 1 with all other things regardless of type? For example, to allow a player to jump off of any object, one must know if the player is standing on an object.
Do you know of a good algorithm for breaking down a concave shape into the smallest amount of convex shapes that would fill the same space?
(and now for the zany stuff)
Can you think of a way to model aerodynamics in chipmunk? For example, a dart tending to line up with the direction of its velocity, a dolphin beginning a turn by bending its body, a skydiver falling faster when his limbs are together.
What about top-down wheel-tracking for a car -- that is, how a car rarely drifts sideways unless it has a lot of momentum.
Or a character sliding down walls like megaman