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Re: physx unregister / disable ent bugs ? [Re: Reconnoiter] #465014
03/26/17 12:37
03/26/17 12:37
Joined: Aug 2009
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painkiller Offline
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I use pXent_addvelcentral or pXent_addforcecentral and set damping to 1000


3D Gamestudio A8 Pro
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Re: physx unregister / disable ent bugs ? [Re: painkiller] #465015
03/26/17 14:42
03/26/17 14:42
Joined: Dec 2011
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Reconnoiter Offline OP
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Ty, that is better now (didn't know it could be higher than 100). What do you use to rotate?
Setting pan directly seems to not store it correctly (except in combination with pXent_enable but that is rather slow) and pXent_addtorquelocal/global seems to give weird results.

Re: physx unregister / disable ent bugs ? [Re: Reconnoiter] #465016
03/26/17 15:36
03/26/17 15:36
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painkiller Offline
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I use pXent_rotate, I don't have issues with it in my case.

If I have enough time on the following days I will publish a small demo game as open source for the winter contest so everyone can see how to use physx for characters as rigid bodies and some game mechanics.


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Re: physx unregister / disable ent bugs ? [Re: painkiller] #465076
03/29/17 12:06
03/29/17 12:06
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Reconnoiter Offline OP
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Originally Posted By: painkiller
If I have enough time on the following days I will publish a small demo game as open source for the winter contest so everyone can see how to use physx for characters as rigid bodies and some game mechanics.
, that would be helpful laugh . I got the rotation now working when doing both pXent_rotate (ent, nullvector, rotate_ang); vec_set(ent.pan, rotate_ang); (when doing only pXent_rotate alone it is less smooth for me). It seems more stable now but I got to do some long play sessions first to be sure.

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