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 Client Collision: jumpHeight and MaxVerticalAngle

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Client Collision: jumpHeight  and  MaxVerticalAngle   Empty
PostSubject: Client Collision: jumpHeight and MaxVerticalAngle    Client Collision: jumpHeight  and  MaxVerticalAngle   EmptySat 4 Aug - 14:10

Just digging into the Client code and ran across this in MovingObject.cs ln 54

// How high can the shape jump? (Does this belong here?)
public float jumpHeight;

Is jumping just stubbed in or is it turned off in a script?

Also changing the lines below in CollisionAPI.cs doesn't seem to affect the angle of
a terrain slope the avatar can climb, even at 20 deg the avatar climbs a near vertical slope.
... does this just govern collision with mesh objects and not terrain?

// How steep can an avatar climb? The default is 45 degrees off horizontal
public static float MaxVerticalAngle = (180f - 45f) * (float)Math.PI / 180.0f;

EDIT: Did find this over @ the old forums.
http://update.multiverse.net/old-forum/viewtopic.php?t=6454&highlight=jump&theme=multiverse
from mwright-MGT Multiverse
"The collision API stuff does not work. Until Multiverse puts in a physics engine things like jumping and falling won't trully be possible.

You might be able to have the player "appear" to jump by adding in a jump animation that makes the player rise above the ground."



BTW the client compiled out 'o the box! No problems. Moved it to the client dir and run/connect cheers


as always thx in advance!

study


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SnakeMaster
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Client Collision: jumpHeight  and  MaxVerticalAngle   Empty
PostSubject: Re: Client Collision: jumpHeight and MaxVerticalAngle    Client Collision: jumpHeight  and  MaxVerticalAngle   EmptySun 5 Aug - 5:00

Koron wrote:
Just digging into the Client code and ran across this in MovingObject.cs ln 54

// How high can the shape jump? (Does this belong here?)
public float jumpHeight;

Is jumping just stubbed in or is it turned off in a script?

Also changing the lines below in CollisionAPI.cs doesn't seem to affect the angle of
a terrain slope the avatar can climb, even at 20 deg the avatar climbs a near vertical slope.
... does this just govern collision with mesh objects and not terrain?

// How steep can an avatar climb? The default is 45 degrees off horizontal
public static float MaxVerticalAngle = (180f - 45f) * (float)Math.PI / 180.0f;

EDIT: Did find this over @ the old forums.
http://update.multiverse.net/old-forum/viewtopic.php?t=6454&highlight=jump&theme=multiverse
from mwright-MGT Multiverse
"The collision API stuff does not work. Until Multiverse puts in a physics engine things like jumping and falling won't trully be possible.

You might be able to have the player "appear" to jump by adding in a jump animation that makes the player rise above the ground."



BTW the client compiled out 'o the box! No problems. Moved it to the client dir and run/connect cheers


as always thx in advance!

study



Im still waiting that someone adds a Physics api

I could give a idea for a physics engine

just add Physx api and there get everything you need there
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PostSubject: Physics yes   Client Collision: jumpHeight  and  MaxVerticalAngle   EmptySun 5 Aug - 15:27

I was just checking out of curiosity. The plan for me was to go with Bullet Sharp
http://code.google.com/p/bulletsharp/
http://bulletphysics.org/wordpress/

Have added Bullet to Irrlicht and Ogre and I personally wouldn't touch another physics engine.
Bullet rocks and Erwin Coumans is so active on forums etc. that I wonder sometimes if he sleeps. Smile

Plan to add Bullet to my game but I'm pretty sure it's a bit more complex than
"just adding it" to Multiverse like I did with Irrlicht and Ogre. It's a little more involved than just dropping it in.

We're all developers here. That's what makes open source so great.

Let us know when you get a physics system integrated and share your code! cheers


Cheers
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