Zach Blaker

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Zach Blaker

Zach Blaker

@Sleepless_Dev

Freelance Unity dev with a passion for procedural generation and cats in video games https://t.co/cewoVxM0pL

Sweden Bergabung Ağustos 2016
909 Mengikuti421 Pengikut
Zach Blaker
Zach Blaker@Sleepless_Dev·
Treads feel way better with multiple per side, making up for the lack of softbody flexibility that a real tread would have. Reached the point where it's actually fun to drive around with them #gamedev #indiegamedev #madewithunity #physics
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Eluem This is how uneven the contact impulses can be distributed. Stationary articulation body with symmetrical left/right parts
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Eluem
Eluem@Eluem·
@Sleepless_Dev Interesting.. I wonder why it would cause rotation if everything is an even surface.. My best guess is that it's a timing thing.. Though, then I feel like that'd always cause issues. Not sure hmm
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Zach Blaker
Zach Blaker@Sleepless_Dev·
At the point where it mostly works, had to add some slip resistance because targetVelocity on contacts causes weirdness at when relative velocity isn't in the same direction as targetVelocity causing rotation #gamedev #indiegamedev #unity3d #physx
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Eluem #issuecomment-933266179" target="_blank" rel="nofollow noopener">github.com/NVIDIAGameWork… related issue
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Eluem I think it's just due to how physx solves contact force/ friction. contact force doesn't get distributed to all points equally if it doesn't need to and friction is based on that and my solution relied on friction so the uneven distribution messes that up
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Haven_n_Hearth Can't even imagine doing physics from scratch, I don't think I'd ever be happy with the results. At least with physx they already made the realism sacrifices / tradeoffs so I don't have to agonize over that
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Haven & Hearth
Haven & Hearth@Haven_n_Hearth·
@Sleepless_Dev Know that feel! I spent a fair amount of time this summer on a little physics engine of my own, and... yeah. Adventures were had. :)
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Eluem UI is automatic so it's just grabbing the first UI prefab (claw) when there's no UI for that ArticulationComponent type. Been trying to keep all the components using the same rule set so they can be mixed and matched however.
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Eluem
Eluem@Eluem·
@Sleepless_Dev Lol I like the temporary reuse of the claw UI. What's it indicating? Both say "right tread". At first, I thought it was the force being applied via the left and right treads, but it says right for both..
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Eluem The labels are identical because I reverted both to prefab settings after having issues with symmetry. UI is a multiplier of the max target velocity is being applied to contacts from -1 to 1.
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Eluem Then tweak up or down based on v3.Project(velocity, direction) vs desired. Got the numbers producing smooth velocity in the simple case but still have to test some more complex ones. I only need good enough though, as long as it's mostly smooth and things don't explode
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Eluem What I've settled on is calculating force to move the claw if it had no joints and then multiplying it by the square of how many frames this failed to produce velocity in the desired direction.
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Zach Blaker
Zach Blaker@Sleepless_Dev·
Conveyor belt / vehicle tread debugging. Feels weird that Unity doesn't have any way to get the actual velocity of an object, have to store the previous position and compare so now all my bodies need a monobehaviour handling that #gamedev #indiegamedev #unity3d
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Zach Blaker
Zach Blaker@Sleepless_Dev·
@Eluem Yeah there's so much going on with physics that just having a velocity that measures currentPosition vs lastPosition seems like the best way to get an actual velocity measurement
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Eluem
Eluem@Eluem·
@Sleepless_Dev My best guess is that it's because FixedUpdate is called on all your objects before the engine actually does the calculations, so the information is basically delayed a frame. When there's a complex change due to a large chain, this small delay becomes impactful.
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