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Is it possible to make a seesaw in TDM?


Jesps

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What I basicly want is a simple seesaw like the one in the picture. Simply just a board with an axis in the center so that if a heavy object is being placed on one end, that end will move down and the other end up.

post-2221-1228554392_thumb.jpg

Is it possible to build something like that for The Dark Mod?

 

Thanks in advance.

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Doom3 physics can't really handle a seesaw in general. It's only calculating impulses from collisions, not force dynamics. So if you set a very heavy weight down very slowly on the end of a seesaw, it won't tip it down once it's released. It doesn't know about the weight force of the object.

 

I've been wondering if we should try to set up a special entity to fake this, one that checks what entities are touching it and what entities are touching those entities, etc, to get the total weight force on it, and then that calculated weight could be used in various ways to fake something like a seesaw or pressure plate.

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Doom3 physics can't really handle a seesaw in general. It's only calculating impulses from collisions, not force dynamics. So if you set a very heavy weight down very slowly on the end of a seesaw, it won't tip it down once it's released. It doesn't know about the weight force of the object.

 

I've been wondering if we should try to set up a special entity to fake this, one that checks what entities are touching it and what entities are touching those entities, etc, to get the total weight force on it, and then that calculated weight could be used in various ways to fake something like a seesaw or pressure plate.

 

My idea was to just fix the code that calculates the force to take the weight into account. Afterall, the code knows when objects collide (when you set something down), so it could take the weight into account.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I'm sorry but that sounds like a gross oversimplification of what would actually be involved. We already know that contact locations are not always calculated correctly by D3 physics, and that would be critical to a dynamics simulation (i.e., is this board that's touching object A resting part of its weight on something else, what points/surfaces is it making contact over and how is its weight distributed among the multiple objects it's touching, etc etc). You'd also need some system to optimize when the weight force is calculated, probably having to do with what the object is touching and whether any of the touched objects can move under the total weight applied to them. When all is said and done, it's about as easy as importing an entirely new physics engine.

 

I would be very happy if you proved me wrong, but it seems like a daunting task.

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