# Jump without bouncing in physics engine

I am using Ogre3D as my rendering API, and OgreBullet as my physics engine.

I have an test entity that when the y part of the velocity is 0 and spacebar is pressed, the velocity changes to, lets say: (10, 10, 0) that is a forward jump.

The thing is that when it arrives to the ground, instead of staying still (like any normal human jump) it bounces like a box and changes orientation.

What would be the correct way of implementing a human-like jump in 3D? I fixed it using a if() in the update loop that sets the y-velocity to 0 if it touches the ground, but this doesn't seem the correct way of doing it.

• You might want to look at bullet Kinematic Character Controllers, which model human character physics better than a simple rigid body – Nathan Baggs Jun 10 '13 at 8:33

• When I change the restitution to a higher value (0.5f, for example), the bounce is way larger. When it is 0 it is small, but it still bounces a little. I just want no bounce at all, which is my main problem – Pacha Jun 9 '13 at 22:07