Overview
I've been in the process of trying to port jbullet to libgdx's bullet wrapper. So far I've managed to re-implement rigidbodies back into the main game using the libgdx wrapper. The functionality of this is dependent on a patched version of libgdx. I've ported the voxel portion from...
I have that segment bezier module that could be used to make larger tracks. At the moment I'm just focusing on this single block module. you should be able to climb in these with the E button. I've been slightly reworking how the solver works and I've been pretty happy with the results thus far...
I've been trying to force myself to try work on this some more. So I've implemented a portion of the solver to handle the player and cart interactions. The old implementation seemed to be heavily dependent on frame rate. Generally a higher framerate would allow the player to push the cart faster...
Have you had a chance to try out the changes I made to master? You can start from there and I can probably start working on a features list later today. As a base mod what do you think should be added in terms of carts. I don't want to add too much and would rather like to focus on helping...
At the moment I want to get the module to have feature parity with the old one. I think it would be a good idea to create a feature list. I've been debating what feature to work into this module and what would be better fit into a different module. Some of the more base things such as cart...
Added Baumgarte stabilization so the carts don't intersect. I've made a couple slight changes to the collide event for this to work. Something else will need to be worked out for physics.
https://github.com/MovingBlocks/Terasology/pull/2868
tada, implemented an impulse constraint solver :D.
here are my resources if you want to look at it to:
http://myselph.de/gamePhysics/equalityConstraints.html
http://www.dyn4j.org/2010/09/distance-constraint/
http://allenchou.net/2013/12/game-physics-constraints-sequential-impulse/...
I was thinking about using the the collision hull. It returns points and impulses to separate two object. Maybe I could add that to the event if that could be of any use. I guess I could treat this as a linear system and not bother with this.
The carts just stop when the collide. I've been stuck trying to get them to rebound off of each other. I was curious if more could be exposed for the onbump function to work with. The onbump event is called any beyond that I don't really have anything to handle the response when they collide...
So I've got the carts to both stop when they collide but i'm not sure what you mean by commandline activate. I'm assuming there is some event for the commandline but you can just place the cart on an incline and it will roll down.
I think it just returns the impulses required to separate two bodies. Not sure exactly what i'm going to do but i need to figure out something to deal with carts colliding. From my understanding it returns a manifold with the points of contact and an impulse vector. I would need to do more...
I've been reworking the rails module to take advantage of a Bezier curve. My main problem is that I treat the position of the cart as a function of t and update the position accordingly. This does not quite translate well to bullet in the sense that I can't quite update the velocity to fit the...
I still haven't been able to integrate the physics stuff in but I've corrected the rotation stuff for the most part and implemented a way to match curves up correctly with track segments that have a junction.
edit:
I've finally got some rudimentary physics in.
edit 2:
Made a small tweak...
I noticed there has been some interest in using libgdx for cross platforms. So the opengl es platform does not take advantage of the fixed function pipeline. That means that the glpush and glpop will not be available unless libgdx does some kind of wrapper. From my understanding, I don't believe...