Best way to resolve kinematic collision

Just need to know the best way to resolve kinematic collision for my game? Could anyone help?

Have you checked out the Getting started tutorial and/or the physics manual?

See http://www.defold.com/tutorials/getting-started/
and http://www.defold.com/manuals/physics/

I have had a read and just don’t quite get it

I implemented the code in the manual but when I run all it does is slow down the object and doesn’t actually stop it

never mind i fixed it

Hello there! Don’t want to create new topic for similar question, but I have the another one:

What is the best way to resolve this situation? (Picture masta)

Some small objects can go through wall and stay inside :frowning:

Yes, Box2d only detects when the edge of shapes intersect. Depending on your use case it might be possible to deal with it. What are you building?

Penetration is an issue with pretty much any engine, if you have small shapes moving at high speed.

I have a lot of small bullet shells, dropping on the floor.
Raycast is very bad for this situation. Settings max_velocity seems pretty good solutions, but shells dont seems cool :slight_smile:

“old gif from the slack” :slight_smile:

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You can also have a larger collision shape on the shells. To prevent them from floating above ground you can do the final adjustment when they land manually.

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