Was searching for a way to query the strength of a collision, and thereby compare it to a threshold above which you die. Was worried I would have to implement a collision callback for this, and worse case calculate the impact strength manually using the velocities, angle of impact, etc.
But I found another neat little method:
btRigidBody->getDeltaLinearVelocity( )
It's not perfectly accurate, but a good cheat : ) I was reading on a game dev forum that game simulations rarely model the real world in an accurate way, but rather find cheats and work-arounds to get close to the right 'feel'.

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