How to make strong physics

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Post » Thu Dec 19, 2013 12:20 pm

Greetings ,comrads.
I have game with this code(zero gravity):

and this on scene (black lines shows physics connections):


When this construction collides with borders, all construction start vibrating like this:


How to make strong connections without this effect ?
Creator of MiniDayZ
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Post » Thu Dec 19, 2013 12:34 pm

Not to sure entirely what your trying to achieve but why Physics behaviour?! What about using custom movement and a Pin (Rope Style) method?!
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Post » Thu Dec 19, 2013 12:46 pm

Spaceship building, with destroyable parts. its requires physics
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Post » Thu Dec 19, 2013 12:56 pm

I think the physics behavior works in such a way that you can't really have a perfectly strong connection between 2 or more objects. Even a pin joint (something unimplemented in C2) is slightly elastic.

It just comes down to the way the engine works, I think.
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Post » Thu Dec 19, 2013 1:13 pm

[QUOTE=sqiddster] I think the physics behavior works in such a way that you can't really have a perfectly strong connection between 2 or more objects. Even a pin joint (something unimplemented in C2) is slightly elastic.

It just comes down to the way the engine works, I think.[/QUOTE]

Its very sad if its true. Becasue my ships like this:

after been shot can becone thin:

and when its thin and i try to rotate, physics gone mad and starts to throw ship from place to place:

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Post » Thu Dec 19, 2013 2:23 pm

You could use a tiled background for collision shapes across sections. It'd be a little more complex in terms of figuring out what goes where, but wouldn't bend.

So if you had four blocks in a stack, build one tiled background object, link that with a joint and pin the smaller blocks to it.
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Post » Thu Dec 19, 2013 7:58 pm

Maybe you could turn off physics for those blocks when they're part of the ship (and use Pin to keep it in place), and turn physics on when it's time for it to be destroyed and float in space?
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