Physics and Game Objects/Entities

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crancran
Posts: 1
Joined: Mon Nov 07, 2011 6:51 pm

Physics and Game Objects/Entities

Post by crancran »

In component-based entity patterns, there are a number of entities that are both rendered and not rendered in a specific scene. Those which are rendered could include objects such as buildings, terrain, furniture, walls, doors, trees have some form of collision detection so that a player cannot walk through them. But a player is capable of walking through other objects, such as NPCs or certain foliage.

In the case of foliage, this is static and never moves. But for NPCs, these can move about the game world and must adhere to some level of physics so they can't walk through walls or fall through the terrain, etc. But there may be other aspects such as allowing NPCs to walk up steep cliffs or down them without being affected by gravity as they chase a player.

How are these NPCs typically managed in a physics environment?? What about the actual player? Does this have something to do with Kinematic or Kinematic-like properties?
GameOn
Posts: 35
Joined: Mon Dec 27, 2010 10:46 pm

Re: Physics and Game Objects/Entities

Post by GameOn »

I would suggest the use of Collision Filtering such as "masks" or something in this area.

Here is a link to a resource I used for that matter :

http://www.bulletphysics.org/mediawiki- ... _Filtering


Using Collision Filtering you will be able to specify the "group" of rigid bodies that collide with the rigid body you create.