That’s fun and all, but I’m just trying to get the Oimo Car and Oimo Paddlewheel working as they once did… for years. Never before have I seen a motor stutter, and I’ve done some serious Oimo joint/motor work.
Heads-up… setLimit is not involved with maxForce. SetLimits are angle limits… usually between PI and neg PI. AmmoJS setMotor() uses exact same format as OimoPlugin. 3-4 params when called from the plugin, and 2 params when called from the joint/native-layer.
Many times, in my “human leg” demo… I didn’t have enough maxForce on a knee joint… to lift the lower leg to 90 degrees. When the maxForce limit is hit, the motor just spins in place… no stuttering… just smooth slippage and some joint back-skidding. The back-skidding-then-re-lifting… never repeats at a set rate, and the motors never stop instantly. When they run out-of maxforce power, they ease to a stop, and then the back-sliding eases into motion, as well. (just like real-life limited-slip electric motors - stick your finger in an active, small personal fan. No stuttering… even if you rotate the fan blade the wrong way, against the motor maxForce)
Then Oimo-in-BJS changed yet again, and killed the whole human leg project. That project used special Oimo plugin and Oimo-only Impostor class… which honored impostor belongsTo and collidesWith… necessary features for human leg joints (I could have done it native, too, though). My version of the OimoPlugin was being groomed to PERMANENTLY honor belongsTo and collidesWith.
Pissed away. It didn’t matter. Nobody gave a shit about the hundreds of hours I put into it and teaching what I was testing/doing. Nobody understood or cared. Few people enjoy reading.
It was Raanan saying “If I get some time, I will build a basic leg joint”… that made me launch the project. He was already being pinged to death with others delegating all their physics problems… to him. I wanted to take-up some of that workload.
I’ve got 40 hours into getting the Oimo Car and paddle wheel working properly, again. I’ve been teaching the whole way. Why? Because I like pain, apparently. Thank God YOU got interested, John, or I probably would have committed suicide.
After we blow-off the Oimo engine and plugin… letting it die for no reason, we’ll do the same for Cannon, because everyone has Ammo fever right now. They think that a more powerful physics engine will make physics life… a bowl of cherries - wonderful. It won’t. Ammo and Oimo have similar names… for a reason.
I dunno, John. Where do we go from here? A 10 mass sphereImpostor once rolled with 6 max force… in Oimo. It did it… on a VERY important physics project… BJS’s FIRST EVER physics-active car.
THAT is the benchmark to re-reach, imho.
Physics helpers… we/ya’ll can do whatever ya wish, of course. We/Ya’ll can paint-up fancy numbers and excuses all we/ya want. Me, I’m striving for our original OimoCar benchmark… which uses maxForce values that match magnitude with Cannon joint maxForce values, or I’ll die trying.
We all know those 300000+ mass values we are seeing… are wrong and broken. We can fix 'em, or blow-off Oimo, like core-team/admin appear to WANT to do. Why would “we” compress OimoJS… 9 days ago? It is the LEAST wise time to compress our Oimo lib. It tells me… that somebody is hurried and railroaded toward doing SOMETHING, and they need to get something wrapped-up in a pretty ribbon and bow… in a hurry.
We gotta back-out of 4.0. Get back to 3.3 and sit there until we fix this crap. Stop playing games to kiss the asses of the mobiles, and stop the railroading towards webpacking. That’s my opinion. No need to quote angular force numbers… when big dog forces are shoving shit around and intentionally ignoring issues. Our investigative work might get wasted… by the authorities.
We can either clean-up, or continue playing games. All my attempts to promote cleaning-up… have been met with pure silence (except for you, JK). Sorry if this ruffles anyone’s feathers, but it’s how I feel. Thoughts?
Only the impulses are broken in some of the human leg playgrounds. https://www.babylonjs-playground.com/#1ND6TH#196 - this one allows some motor-work (speed adjust) with sliding the red sliders. Not sure why THAT is working properly. Not even a 3.3 playground! Holy crap.
Anyway, we can see what maxForce-reaching and blacksliding is supposed to look like. My maxforce settings in that demo… are at 25000, so this demo was created AFTER “the overpower issue” arrived… but possibly BEFORE the stutter issue arrived (yes, they could be two different issues).
And yes, it appears that… motor speed DOES affect motor force (it probably shouldn’t). Those red-puck sliders… prove it. (I didn’t know this - but johnK hinted at it). Impulses are looking good on this PG, once again. Click on the left/right sides of ANY red LABEL… to do impulsings on the femur. The further from red label CENTER… that the click happens, the more powerful the impulsing.
Somebody should probably test locking the speed to a set value, and then hooking the sliders to maxForce… see what blows up… see if we can get some stuttering. 