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 falling physics and climb angle threshold

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tichfuie
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PostSubject: falling physics and climb angle threshold   Fri 19 Apr - 4:42

I wonder where to tweak to make player fall more realistic, so far the player character just snaps to the terrain if fall from a building,


also on the climb angle threshold, the current setup the player character can climb pretty much anything.

any1 thoughts?
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rotello
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PostSubject: Re: falling physics and climb angle threshold   Fri 19 Apr - 9:19

I know there's a setting with the climb threshold, if this is not exposed then you can tweak this in Client code. As for physics, one item in my wishlist. Turns out FPS needs this feature to be more realistic as well.

Jitter Physics w/ Axiom

http://axiomengine.sourceforge.net/forum/viewtopic.php?t=1109&p=6167
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tichfuie
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PostSubject: Re: falling physics and climb angle threshold   Fri 19 Apr - 10:41

have you tried it yet?
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rotello
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PostSubject: Re: falling physics and climb angle threshold   Fri 19 Apr - 10:52

I'm still scratching the surface when it comes to 3D engines and programming. Physics is also impossible for me. I work mostly on Routines, Logic, File Systems and Encryption.

If you're talking about the climb threshold, not yet but I did remember it's under client code.
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Delurin
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PostSubject: Re: falling physics and climb angle threshold   Sat 20 Apr - 1:14

I implemented a very rough physics engine for physics calculations...but I have not tackled the player movement nor the interaction with the terrain (instead I was focused on interacting with objects in a room) I used BulletSharp
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