After a month or so I've finally got the constraints, torque and controls working enough to release a demo. But, because I'm using my own fixed build, I'm not releasing the blend file yet, just a video. Once I verify that it works with Erwin's 2.41 build, I'll post the blend file.
it would be nice if we could place constraints in the 3d window instead of having to code them (which is the case now - please correct me if I a wrong)
You're correct fobsta, for use in the game engine, p2p constaints can only be applied via python.
And, that reminds me, maybe I should describe what's going on in the demo video. It's mostly python code, first of all. When the user presses one of the WASD keys the following occurs:
- a constaint is applied at each vertex location of the bottom edge of the current front face of the selected cube.
- then a global torque is applied to the cube on the axis which is perpendicular to the direction that the current front face is facing (by a call to the motion actuator).
- if the cube completely tips over, then the WASD directions (left, front, right and back) are re-mapped onto the tipped-over cube.
What took so long was getting the WASD mapping to work on a rolling cube.
That's the simple explaination about what's going on.
I've uploaded my build of the current bf-blender branch to the link above (1st post). It fixes the p2p constraints so that you can remove them. A blend file is coming soon.
Sorry , it didn't even occur to me to ensure that my local modules were included in the blend.
I've uploaded a new blend at the above link. It includes the vector module and should work.