[Behavior] gravitation (for physics behavior)

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Post » Sat Mar 02, 2013 11:17 pm

Looks awesome and I would love to try it... only problem is the download link doesn't work! PM me if you fix it (pleaaaaase)
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Post » Sat Apr 06, 2013 9:26 am

Great work @rexrainbow!

I'm trying to apply the behavior to a different scenario. I'd like to have a character be able to walk around a circular planet. Trouble is, as I have it now, the character falls off at soon as it gets to 0/1 degrees or 180/181 degrees.

What's going on here? Can the behavior be used in the situation I'm trying to create?bachrock2013-04-06 09:27:31
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Post » Sun Apr 07, 2013 4:20 pm

@bachrock

Could you provide a simple test capx for this case?
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Post » Sun Apr 07, 2013 10:27 pm

[QUOTE=rexrainbow] @bachrock

Could you provide a simple test capx for this case?[/QUOTE]

@rexrainbow: https://www.dropbox.com/s/orch4snikw0vmez/Satelite%20and%20Source%20Gravity%20Test.capxbachrock2013-04-07 22:28:19
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Post » Mon Apr 08, 2013 4:24 am

@bachrock

The platform behavior has gravity setting. It will cause yellow ball dropping down. Set it to 0, the yellow ball will attach to red ball. You might set this value to a reasonable one.rexrainbow2013-04-08 04:25:45
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Post » Wed Jan 21, 2015 1:09 pm

Hi @rexrainbow

I am building a quick game that is a bit like that sample. However, the attraction only seems to come one rather than all simultaneously. Is that correct? Is it a bug? or perhaps I have not factored anything in.

I have noticed in your second sample that the attraction of gravity only seems to be coming from the middle red circle as well?
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Post » Wed Jan 21, 2015 3:15 pm

@TheWyrm

I am not sure what you would like to know,
I guess you might ask the attracting distance -
"Sensitivity range" property which is the maximum distance between source and target to gravitate, 0 is infinity.


BTW, the document of this behavior had be re-wrote. See first post of this thread.
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Post » Wed Jan 21, 2015 11:34 pm

I was trying to work out if multiple sources could apply force to the target at the same time. So the force applied to the target would be a combination of both velocities. In your sample2 capx it looks like only one source force can be applied to the target at one time.

Fiddling with sensitivity sorted the problem in my game, but I would be interested in an answer to the above.

Great plugin by the way :)
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Post » Thu Jan 22, 2015 3:05 am

@TheWyrm

Only "source tag" == "target tag" will be attracted, like this capx (capx 2).

Edit:
Would you like to have more flexible about attracting sources selecting?
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Post » Thu Jan 22, 2015 9:53 am

@rexrainbow Sure, but in that capx you have three sources with the same tag. So either;

1. They all work simultaneously.
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2. One of the sources takes priority.
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I want to know which? I was hoping for 1 but I think it's 2.

If it is 2 then which source takes priority?
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