Physics of Strange Collisions

I start the game and I use Farseer as a physics engine.

I installed several drawers acting as terrain tiles, and a drawer as a player. The clashes between the two are very strange, they intersect and glide when it is not a “direct” hit.

Here's a GIF of what happens: http://i.imgur.com/HR0J0D3.gifv

And here are the fragments:

//Creating the body PhysBody = BodyFactory.CreateRectangle( Transform.World.PhysWorld, ConvertUnits.ToSimUnits(Width * Transform.Scale), ConvertUnits.ToSimUnits(Height * Transform.Scale), 5, ConvertUnits.ToSimUnits(Transform.Position.ToVector2())); //The tiles are static, the player is not PhysBody.BodyType = Static ? BodyType.Static : BodyType.Dynamic; //Drawing the test rectangles ShapeRenderer.Instance.DrawRectangle( sb, ConvertUnits.ToDisplayUnits(PhysBody.Position).ToVector2(), new Size2((int)(Width * Transform.Scale), (int)(Height * Transform.Scale)), Color.White); 

I don’t think the rest is important, all I did was create a world with gravity 9.8.

I also tried without using Transform.Scale and with only one field below the player, and the problem is still happening.

I use the Ultraviolet graphics engine

+7
c # physics farseer
source share

No one has answered this question yet.

See related questions:

2
XNA - Farseer Physics 3.5 - Collision Detection Problems - No / Zero Gravity - Space Game
2
2D physics / collision formula does not work as intended
one
Collision detection for playing Windows Phone Tiny Wings-esque?
one
Farseer / Unity - Kinematic housing and sensors
one
Two-dimensional planetary collisions with a sphere
0
Farcer Physics - After Collision
0
Non-Box2D Physics with Corona SDK
0
2D collision detection does not detect
0
AS3 Predictive Collisions (Sweep Check)
0
Unexpected behavior from physics and collision detection

All Articles