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yesterday vote accept shingo.nakanishi
2 days ago comment added shingo.nakanishi Would potential solutions include switching from Dynamic bodies to Kinematic bodies, or adjusting the properties (e.g., making them heavier)? / Is it that Dynamic bodies cannot be programmed, or that they can be but should not be programmed due to convention? / Now that I think about it, even if programming Dynamic bodies directly is discouraged, it seems plausible that modifying properties like weight is acceptable.
2 days ago comment added shingo.nakanishi If the behavior of Dynamic bodies is unsatisfactory, what are some possible approaches to address it? For instance, I’m particularly concerned about the statement "the dynamic body will act like it collided with something with infinite mass," as it seems unnatural since such a scenario doesn’t exist in the real world (although I understand I won’t know for sure until I actually try it).
2 days ago comment added Charanor @shingo.nakanishi Only kinematic bodies need any manual code. If a kinematic body collides with a dynamic body the dynamic body will act like it collided with something with infinite mass. If two kinematic bodies collide and they are both meant to bounce away they both need code for this (I think in Godot the bodies will not intersect, at least). If two dynamic bodies collide they should handle that themselves entirely, from a physics perspective.
2 days ago comment added shingo.nakanishi Do we need to consider all four combinations where A and B are either Kinematic or Dynamic bodies? Or is it sufficient to only consider the case where both A and B are non-static bodies?
2 days ago comment added shingo.nakanishi Generally speaking (setting Godot aside for now), what happens when two non-static bodies collide? For example, if body A collides with body B, does A require custom code for its rebound behavior while B automatically starts moving due to the impulse? Or do both A and B need to be programmed explicitly?
2 days ago history answered Charanor CC BY-SA 4.0