Sorry for the unclear thread title but I did not know how to put it properly:
In my game I have many problems related to the physics and I recently started tackling them. One of those was/is that if you are running over a small step, the character starts to fly straight up. I know some CharacterControls handle this by something they call “floor clamping”, but it feels like a hack and complicates anything if you can’t handle corner cases.
Now I know that
new CharacterControl(0.35f, 1.8f, 50f); might be a bit light-weight (80kg might be more appropriate?) but a) in school I learned that the mid-air-speed is irrelevant of the weight and only depends on air friction. b) You fly 10 meters if you walk from the street to the pavement, so these 30kg can’t make such a big difference.
So what is happening is that the walking impulse is transformed into the fly-impulse, however since mass is constant, the velocity should be conserved, is that maybe the problem I am facing? Rocket-Jumping with like 10m/s?
On the other hand I imagined jumping also not feeling real, so currently I have
bulletAppState.getPhysicsSpace().setGravity(new Vector3f(0f, -45f, 0f));
What is going on and/or should I just keep the gravity like that?
Is this a side effect of how physics engines work as opposed to how the real world would function?
Edit: Also worth noting that I have quite a rough walking, as the edges of the collisionshape seem to make the character stuck as well it seems.