Update of bug #11045 (project wormux):

                  Status:               Confirmed => In Progress            
             Assigned to:                    None => gentildemon            

    _______________________________________________________

Follow-up Comment #11:

Ok, I have missed to correctly updates the comment before commiting but the
bug is partially fixed in r5973.

Can you test it and give some feedback ?

Here is the "changelog" of the revision... :
[bug #11045] Better managament of collision

This patch remove the PhysicalObj::SignalCollision virtual method and add a
new
parameter to PhysicalObj::SignalObjectCollision virtual method.
Character collision have been handling to better managed collision with
object.
When an object collides with the character, there is no damage since the
character was not moving (thus, no speed). On the contrary, if the character
collides on an object (falls on a barrel for instance), there is damage.

Currently, this is not perfect, since after an object has collided with the
character get speeds and then collides with the ground with speed and gets
damage. TODO: make damage depend on the physical speed vector and the
contact
angle.


    _______________________________________________________

Reply to this item at:

  <http://gna.org/bugs/?11045>

_______________________________________________
  Message posté via/par Gna!
  http://gna.org/


_______________________________________________
Wormux-gna mailing list
[email protected]
https://mail.gna.org/listinfo/wormux-gna

Reply via email to