Character Controller

Netzapper
Posts: 3
Joined: Sat Jul 07, 2007 9:55 pm

Character Controller

Post by Netzapper »

Hi! I'm implementing my own analog to btKinematicCharacterController. I'm building it myself because it's a networked game, and I need a whole host of entity interpolation and command buffering features.

I'm currently dissecting the CharacterDemo, and trying to work out how to design my own controller.

The issue I'm having is that the CharacterDemo seems to place the character only as collision geometry. This seems to work fine with manual penetration prevention (like the KinematicCharacterController implements). But, that doesn't help me with regards to interactions with dynamics objects. Specifically, I need to both bounce things off the character and for heavy dynamic objects to block his/her path.

Given those criteria, am I better off trying to build a dynamics character controller? Is the trouble of balancing the character upright worth the greater accuracy in physical simulation?