u/kodifies
kodifies
kodifies
don't answer this is an AI bot- its how they hack these days.....
kodifies
de
kodifies
the banana is for scale
kodifies
and what pray tell is wrong with a vertex in the centre of the circle ? O.o
kodifies
"guys" is genderless in that context unless you are looking to be offended
kodifies
it's come together really well, now with a simple monitor program, I was tickled pink to be able to "poke" in a few hand assembled bytes and let it fly... but tas64 is still more practical, I think I'll have a look a "porting" a simple basic to it, and get it out on codeberg
kodifies
well... SE is wasted on combat - where is the fun in that...
kodifies
cause the 1B will come...
Chose: Smartest person ever to exist
kodifies
*i* don't list anything... less error prone that way ;-)
kodifies
dot has been out a long time, pre markdown - is robust and easy to use
kodifies
this is automated...
kodifies
how did i miss that, its right there.... *sigh*
kodifies
loosing mass to the trail, could be a mechanic, you can only travel so far before you waste way...
kodifies
if you need "lore" for why you're in the canyon - under radar, if spotted AA zaps you quickly !
kodifies
thanks all for your help
kodifies
@ u/gamruls - cracked it, no idea why it didn't like it in the integrate forces ??? but this is showing very consistent values regardless of collision orientation
func _on_body_entered(body: Node) -> void:
var state = PhysicsServer3D.body_get_direct_state(get_rid())
var contact_count := state.get_contact_count()
var total_mag:float
var total_impulse:Vector3 = Vector3()
for i in range(contact_count):
var col = state.get_contact_collider_object(i)
if not col:
continue
total_impulse += state.get_contact_impulse(i)
total_mag = total_impulse.length()
print("contacs ",contact_count," total_mag ", total_mag, " last vel ", prev_vel.length())
if total_mag > damage_threshold:
var damage = total_mag - damage_threshold
damage *= damage_multiplier
damage_player(damage)
explode_sound.play()
thanks for the body entered idea!
its important to note that you can't just sum the magnitudes you have to sum the vectors first then get the magnitude of that, obviously if two vectors are opposed exactly, they cancel out....
kodifies
> i'd calculate impact strength from the relative velocity along the collision normal.
by the time you are in integrate forces, the velocity has been effected by the collision, you can track previous velocity for the player, which will work for static geoms, but then what about all the other rigid bodies colliding with the player, no previous velocity, (which you DO need, to calculate damage) unless I rip my whole game apart and derive a custom rigid body that does track previous velocity.... or add code each time I use rigid body, and just hope I never miss any, which would be hard to debug / discover...
kodifies
the ship stops dead when it hits a static geom, collisions *are* happening
kodifies
its not excessively fast, collisions are happening, its just getting the collision values out that's the issue
kodifies
Thanks for your reply, moving from integrate forces to body entered, it still behaves in a similar manner alas, as I was using a sphere, cylinder a 4 capsules for legs, I decided to simplify(?) the collisions by creating a convex poly mesh 3d, which seems to help a little, but I still have a contact count usually 8 or so when landing on legs, and 1 when hitting the top of the ship, this is why I'd though contact impulses would have been the way to go. The impulse should be shared amongst the contacts or the body would be moved too much in reaction to a collision (?)
for the moment I'm using contact impulses but in the body entered, but landing on the legs still causes more damage than the same fall landing on the top of the ship, but at least it seems to be registering the collisions much more reliably, gonna have to think about this one.
I am a little surprised that in an engine that has such broad and darn right useful utility that something like total collision energy isn't something in state.....
kodifies
i seem to remember this been there for quite some time....
kodifies
or I could wait 5 mins - bound to rain !
While disassembling I did notice the heat sink fan was actually working, so I think I'll just not run it all day when its hot out...
kodifies
I've not changed retraction in the printer configs or in orca and been printing just fine for months, so i dunno....
kodifies
Just by thinking about it. numerous reasons but the kicker....
an all powerful being that can see a baby dying of cancer and does nothing is by definition evil
https://codeberg.org/codifies/Mos6502Node
https://www.youtube.com/watch?v=HXmWTnBmr38