Ball physics problem

MammothMammoth Member Posts: 640
edited November -1 in Working with GS (Mac)
So Im making a game where balls fall down and collect on the bottom and you have to match a certain pair.

However, I cannot seem to get the ball physics correct. What I would like to have happen is the balls to fall down and collect at the bottom like marbles. However, I cannot seem to get the physics to work correctly.

I have a change velocity in all of the balls and here are my physics settings.
Density: 1 000 000
Friction: 1 000
Restitution 0.1

The balls just bounce out of control.

I know this is something easy that I have overlooked. Any help would be appreciated :)

Thanks again :)

Comments

  • simo103simo103 Member, PRO Posts: 1,331
    check your Restitution in the object the balls are colliding with. IE: Do you have a wall actor at the bottom. Make that actors restitution=0 and movable=0 and I think that will help.
  • MammothMammoth Member Posts: 640
    Thanks that helped quite a bit actually :).

    However, they tend to bounce a lot. I also have tried putting the fixed rotation on. This has worked but GS crashes a lot.

    How do I just get the balls to fall down and just stay at the bottom?
  • simo103simo103 Member, PRO Posts: 1,331
    try Density of 1 friction 3 in both balls and walls. If that doesn't help then I thin you may need to try -

    when actor collides with walls constrain attribute self.motion.liner. velocity Y to 0 and maybe x also
  • MammothMammoth Member Posts: 640
    Thanks that helped quite a bit actually :).

    However, they tend to bounce a lot. I also have tried putting the fixed rotation on. This has worked but GS crashes a lot.

    How do I just get the balls to fall down and just stay at the bottom?
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    if you dont want it to bounce and want it to just stay at the bottom the restitution should be 0 on both objects. DId u put it at 0.1 cause u want it to bounce a litle?
  • MammothMammoth Member Posts: 640
    Here is how I solved the problem.

    I made a rule checking for upwards velocity. Then I constrained it. Thanks for all of your help :)
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