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  3. Get Bounce above 100%: HOW?

Get Bounce above 100%: HOW?

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  • D Offline
    D Offline
    Deeeds
    wrote on last edited by
    #1

    The maximum value of bouncing properties are limited to 100%, on both objects involved in a collision.

    Unfortunately this doesn't result in a 200% bounce ;)

    Is it possible to get bounces with more energy than 100%?

    Aidan_FireA 1 Reply Last reply
    0
    • D Deeeds

      The maximum value of bouncing properties are limited to 100%, on both objects involved in a collision.

      Unfortunately this doesn't result in a 200% bounce ;)

      Is it possible to get bounces with more energy than 100%?

      Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #2

      @Deeeds Yes, but it’s not super simple like just setting bounce to 200%. You’d have to do it manually probably using Sine and Cosine functions (only needed if walls are on lots of different angles). Something like collided with bouncy wall, get velocity, multiply x and y velocity by -2, set velocity to new values (which would actually end up completely reversing direction with double speed).

      D 1 Reply Last reply
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      • Aidan_FireA Aidan_Fire

        @Deeeds Yes, but it’s not super simple like just setting bounce to 200%. You’d have to do it manually probably using Sine and Cosine functions (only needed if walls are on lots of different angles). Something like collided with bouncy wall, get velocity, multiply x and y velocity by -2, set velocity to new values (which would actually end up completely reversing direction with double speed).

        D Offline
        D Offline
        Deeeds
        wrote on last edited by
        #3

        @Aidan-Oxley I've just realised the least of my problems is the bouncing force...

        This might give you an idea of the problem I'm trying to solve:

        0_1509630494490_Screen Shot 2017-11-02 at 9.46.20 PM.jpg

        Without compound physics objects, or any kind of hierarchal linking/relationships, building one of these doesn't even ensure the other is the same.

        D Jack de WildeJ 2 Replies Last reply
        0
        • D Deeeds

          @Aidan-Oxley I've just realised the least of my problems is the bouncing force...

          This might give you an idea of the problem I'm trying to solve:

          0_1509630494490_Screen Shot 2017-11-02 at 9.46.20 PM.jpg

          Without compound physics objects, or any kind of hierarchal linking/relationships, building one of these doesn't even ensure the other is the same.

          D Offline
          D Offline
          Deeeds
          wrote on last edited by
          #4

          @Aidan-Oxley Just figured out an easier way:

          Do a "Stopped Colliding" from the bouncy material to the object that's bouncing, get the velocity of the bouncing object (ball), then multiply the X and Y values by the desired amount, then set the velocity of the ball accordingly.

          It's not perfect, has a few bugs under heavy usage and fast happenings.

          If I knew how to invert numbers I could do it on the initial collision, but this reports the incoming velocity, hence the need to invert the values.

          1 Reply Last reply
          0
          • D Deeeds

            @Aidan-Oxley I've just realised the least of my problems is the bouncing force...

            This might give you an idea of the problem I'm trying to solve:

            0_1509630494490_Screen Shot 2017-11-02 at 9.46.20 PM.jpg

            Without compound physics objects, or any kind of hierarchal linking/relationships, building one of these doesn't even ensure the other is the same.

            Jack de WildeJ Offline
            Jack de WildeJ Offline
            Jack de Wilde
            wrote on last edited by Jack8680
            #5

            @Deeeds interesting, never realised there was a limit on bounce. I'd set the bounce to 100% and then use 'collided' with 'get velocity' and multiply it by whatever multiplier you want on your bounce, then use set velocity. You might have to delay the behaviours a tick if the bounce doesn't happen before the get velocity activates.

            Edit: your reply appeared after I pressed submit 😐

            D 1 Reply Last reply
            1
            • Jack de WildeJ Jack de Wilde

              @Deeeds interesting, never realised there was a limit on bounce. I'd set the bounce to 100% and then use 'collided' with 'get velocity' and multiply it by whatever multiplier you want on your bounce, then use set velocity. You might have to delay the behaviours a tick if the bounce doesn't happen before the get velocity activates.

              Edit: your reply appeared after I pressed submit 😐

              D Offline
              D Offline
              Deeeds
              wrote on last edited by
              #6

              @Jack8680 said in Get Bounce above 100%: HOW?:
              Yeah, it's an odd restriction, not having higher values for bounce. It's in every physics engine, but someone must have gotten "safety conscious" and decided against surfacing it to users. Could come with a warning. I'll "file" another feature request. Shouldn't have to use unreliable get and sets to increase bounciness.

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