Re: Multiple worldboxes [message #373887 is a reply to message #373881] |
Fri, 27 February 2009 23:16 |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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Dthdealer wrote on Sat, 28 February 2009 00:14 |
Saberhawk wrote on Sat, 28 February 2009 14:43 |
Dthdealer wrote on Fri, 27 February 2009 17:58 | Jerad is right about the mesh to worldbox conversion - it takes the furthest vertices on all planes (x y z and -x -y -z) to make the sides of the worldbox.
The fact Renegade uses boxes is to simplify collisions. Image blue hell every-time you drove into a wall due to the fact every polygon in your vehicle collides.
Different-shaped worldboxes would be difficult without the source-code, but the ability to have multiple world-boxes should be easier and do just as nearly as much.
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Should be, but in all honesty support for multiple world boxes is just as "easy" as support for convex hulls.
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The ability to check if or re-create meshes convex would cause many bugs especially if vertices are not attached or some other minor problem exists.
I Think the real problem would be making the W3d engine calculate collision for more than one face per colliding face, as it probably only calculates collision for one world-poly to one world-box side.
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Not really, convex hull calculation takes a "vertex soup" and calculates the convex hull for that group of vertices. Small mesh problems can easily be automatically found and handled...
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