1. #1

    what is worse?

    What's worse, three unconnected objects glued together then attached to the bike with one physics joint, or three separate physics joints attaching the objects to the bike?
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  2. #2
    dasraizer's Avatar Senior Member
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    Re: what is worse?

    if you want the attachment to not interfere then go with one joint, but 3 gives you 2 more options!!

    how about , OPE a dummy to the bike and use that as the anchor for the joint?
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  3. #3

    Re: what is worse?

    Always use the least amount of physics joints possible. If you can do it with one id suggetst doing that, ive found the game can do soem wierd things when there is too many joints in one area or to many attached to one object.
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  4. #4

    Re: what is worse?

    I had 6 physics joints originally that attached six objects to the bike. Two objects to act like a torque bar and four objects to be targets for directional forces. The forces need to rotate with the rider, so the OPE would be a much more involved way to do it, although it is possible and probably not too difficult. I would rather the targets move with the physics of the bike though, so that basically leaves joints with or without glue. So the best thing is to have less joints and more glued objects for something like this? I have it right now two joints for the "torque bar" objects. I really can't glue those together. Then I have one joint for the other four (targets) objects that I glued together. Is this the best setup to avoid issues in the editor?

    Sidenote: I haven't noticed any problems yet with either set up, but I would like to use the best method to avoid complexity/lag issues later on in my track.
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  5. #5

    Re: what is worse?

    from my experience id say the best way would be to glue the four objects and the forces together then attach the glue member to the bike with the joint. that way all four objects and forces always move together.


    having to many joints in one area can create lag, so like i said before less joints is always better.
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