I’ve got a physics node that is essentially acting as a bullet, and I would like it to collide with objects and ricochet around the room. The problem I’m having is that it loses a great deal of its velocity after a collision. Is there any way to modify the physics logic so that it doesn’t lose any of its velocity? Any help is appreciated.
Register as a collision listener, check the collision normal and the bullet direction and then apply a force in the reflection direction to the bullet.
Thanks, normen. Can you give me a hint on how to check the collision normal? Here’s what I have so far.
public void collision(PhysicsCollisionEvent event)
Also there are some paramters that might help, bouncyness or something similar, restituion and friction.
The normal should be in the collision event. Make sure your read and copy it in the collision method.
Thanks for all the help. What I ended up doing was to reset the linearvelocity after each collision in its new direction. This is basically what normen suggested, but I did it in a different way without the collision normal.