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en:tutorials:creating_an_object_with_many_parts [2018/02/14 04:46 (21 months ago)]
iarwain ↷ Page moved from tutorials:creating_an_object_with_many_parts to en:tutorials:creating_an_object_with_many_parts
en:tutorials:creating_an_object_with_many_parts [2018/02/14 08:46 (21 months ago)] (current)
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 There are many ways to achieve certain behaviours in your large object. For example, you may want your boss to completely break apart on contact with a dynamic body like a missile. Or perhaps you might want the whole to stay together, and just parts of the main object to be destroyed piece by piece. There are many ways to achieve certain behaviours in your large object. For example, you may want your boss to completely break apart on contact with a dynamic body like a missile. Or perhaps you might want the whole to stay together, and just parts of the main object to be destroyed piece by piece.
  
-In the [[tutorials:​weld_joint_on_objects_with_bodies|weld joint tutorial]], I showed how an object and its children (with dynamic bodies) can be joined together using weld joints so that they don't break apart on collision with another body.+In the [[en:tutorials:​weld_joint_on_objects_with_bodies|weld joint tutorial]], I showed how an object and its children (with dynamic bodies) can be joined together using weld joints so that they don't break apart on collision with another body.
  
 The only problem with this approach is that as the object become more complex or too large, the physics simulations becomes unstable and unreliable. You may see some strange effects at the object distorts and freaks out, to which it can't recover. The only problem with this approach is that as the object become more complex or too large, the physics simulations becomes unstable and unreliable. You may see some strange effects at the object distorts and freaks out, to which it can't recover.
en/tutorials/creating_an_object_with_many_parts.txt · Last modified: 2018/02/14 08:46 (21 months ago) (external edit)