hi !
I'm new to this forum so goodday to all
This topic is also posted on the ogrenewt forums but i think it's better siuted here
I'm working on an arcade game and because I had some experience with newton, I decided to work with Ogrenewt.
I'm working with newton 1.53
There is one major problem i'm dealing with now. I can solve it using some workarounds but it has major effects on how the physics respond.
Here's the problem:
http://www.mitchvl.net/Problem.JPG
As you can see, my player has an ellipsoid collision mesh. That collision mesh works great on horizontal platforms, although i had to correct the player's Y position when impacting on ground, because it was intersecting with the ground and almost didn't correct itself.
As you might think that's a pretty big problem when the ground level suddenly changes from horizontal to a slope (hangbridge) like on the screenshot. Even worse, in this case the ground is dynamic and has it's own physics, so i had some really weird looking physics when the Y correction was enabled.
So i disabled the Y correction for the bridge and all looked great. except when the player is not moving, it started to slowly dig itself in the ground. You should probably know there is a constant gravital force on the player, if i disable this, the hangbridge physics are all screwed because the bridge needs the playerforce to hang.
I hope you all understand my problem. What's the point in collision physics using a physics library when you have to manually correct positions on impact?
I hope there is someone out here that can help me.
greets