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  Please check my *very* simple 3D physics code - its not working!  (Read 1031 times)
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Offline saucecode

Senior Newbie


Medals: 1



« Posted 2012-07-04 06:14:21 »

So I'm not exactly a whiz with physics. I did once write a 2D physics engine which, while being very messy, worked to my needs.
And when I say physics engine, I mean getting a player to jump, fall down with gravity, and land on a surface that was below it's feet.
It would've been extremely easier if I had that 2D 'physics' engine to refer to, but due to severe, irreversable stupidity, that small set of code is sitting at a computer desk about 600 kilometers away.

So here is what I have so far. I can move about on an x and z axis, detecting collisions with a cuboid. I can jump on a spot, loose upwards momentum with gravity, fall, and land. I can jump ontop of the cuboid. Observations say that my Y position stops as soon as I am above the cuboid, however, my yBottom variable does change to the correct height when atop the cuboid. I cannot jump from the cuboid, because the Y position is not the same as the yBottom. yBottom is the highest point of geometry at my x/z coordinates.

The code

If you can point out my obvious errors amongst my poorly(?) structured code and help fix my little problem, that would be great!

Thanks
Offline saucecode

Senior Newbie


Medals: 1



« Reply #1 - Posted 2012-07-17 04:24:07 »

bump.
still waitin'...   Emo
Offline SwampChicken
« Reply #2 - Posted 2012-07-17 06:31:46 »

This place is world-wide so I'd wait at least 24 hours....
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Offline Sickan

Senior Duke


Medals: 9



« Reply #3 - Posted 2012-07-17 08:10:11 »

This place is world-wide so I'd wait at least 24 hours....
He did wait 13 days, I think that should be enough.
Offline SwampChicken
« Reply #4 - Posted 2012-07-17 10:10:16 »

Sad

Apologies sauce, for some reason I read both posts as being from today.
Offline _Al3x

Senior Duke


Medals: 7


Indie Games FTW!


« Reply #5 - Posted 2012-07-17 10:45:03 »

I'd say the problem is related to
1  
if(world.keys[Keyboard.KEY_SPACE] && onGround){

1  
onGround = (vector.y == yBottom);


Do you allow double jump? If not, why don't you say something like?
1  
if(world.keys[Keyboard.KEY_SPACE] && !jumping){


I hope someone can help you soon, I just couldn't read the code thoroughly because I'm at work Sad

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