Usually, when exporting geometry outside blender, it is a common practice to use XZY ordered vectors when using OpenGL as backend. It turns out, this over-complicates things on the physics side, because you're mixing and matching coordinates incorrectly.
It is a LOT easier to just use whatever Blender exports and adapt your work to it, i.e. using Positive Y as your forward vector instead of Positive Z (as Blender does).
Why is this? It turns out Blender interprets the Z coordinate as the axis going upwards from a cartesian plane, which is a little different to what you're used to in OpenGL, where the Z coordinate is the forward axis.
Well, enough text, here's a video of the game in action:
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