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Showing results for tags 'physics'.
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If I import a mesh into Leadwerks and set the physics property to convex hull or polymesh in the Physics tab and enable the nav obstical option, the models do not affect the navmesh at all.
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I think it was already mentioned somewhere but there definitely seems to be something wrong with cylinder physics shapes in the beta. I'm using a slightly customized version of the AI and events tutorial map, that has a magazine prefab in it which uses a cylinder as part of it. In one spot it basically bounces away from its original spawn in a way that seems impossible given how close I have placed it to the ground. When I enter the elevator room my fps tank (don't know if that's related but it didn't do that before and that's the room where the barrels are.) And if I throw one or both of the extra barrels onto the elevator so that they are laying on their sides and ride the elevator downwards the elevator will suddenly enter a free fall. You could always speed up the elevator by pushing a physics prop you are holding down onto the platform but it would never do that with stuff just lying on top of it and just having all four barrels on it used to work ok.
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Sometimes the character controller appears to not step over very thin objects. For example, when using the bober trainstation from the workshop, the character controller will get stuck on the various debris and even some of the slightly elevated door frames (yet the navmesh generation still points to them as valid paths, as they should be).
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I have made a rope model and attached bones to it, I can properly move bones in the editor, but when I add mass for one of the bones, this part of the rope simply disappears. How can I make bones act like props so I could connect them with ball joints?
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Hello there, I'm working with Leadwerks in these days and I think it's a really good game engine. However - as I've seen in other post here - there are some problems not importing the fbx files but apply them the collision physics. For example, I've created a house in 3ds max, I've exported it in FBX then I imported in Leadwerks in Prefab directory. Then I used collision type Scene and checked Nav obstacle. The problem is that the collision take a great area, more than the real size of the house. In addition, I can't give to the model a selective collision type (e.g. windows vs walls). When I apply the collision it affects the whole model. Anyone can help me ? Thank you and have a nice day !
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Hello everyone, I was wondering if it's possible to implement destruction physics in Leadwerks. Most of the game engine has this kind of physics already integrated. Is it already available and I didn't find it out ? Or it will be a future implementation ? Thank you !