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Chipmunk Physics • View topic - Trouble with Forces [solved]

Trouble with Forces [solved]

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Trouble with Forces [solved]

Postby mambazo » Mon May 12, 2008 11:03 am

Last edited by mambazo on Mon May 12, 2008 12:58 pm, edited 1 time in total.
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Re: Trouble with Forces

Postby slembcke » Mon May 12, 2008 12:13 pm

You want to be using the force function instead of the impulse function. Impulses are very large, nearly instantaneous forces (like a cannon firing or a collision). It doesn't actually use forces at all, and simply modifies the velocity directly. Try substituting in cpBodyApplyForce() and see if that helps.
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slembcke
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Re: Trouble with Forces

Postby mambazo » Mon May 12, 2008 12:27 pm

Using ApplyForce seems to do the same, just much faster :)

It feels as though even though the force is applied only once, the simulation doesn't reset it to zero when I call cpBodyResetForces. However, when reading the values straight from the Body struct they say that the force vector is indeed 0.

Tis odd!

Update!:-

time

When I apply the force early in the simulation, it is a small force, but, if i wait for a time, and THEN apply the force, the magnitude is much large.

Seems to be proportional to the time I have waited!
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Re: Trouble with Forces

Postby mambazo » Mon May 12, 2008 12:58 pm

Solved!

The problem was in my update function. My timestep was not constant. *slaps self*

Thanks for the help :)
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