Complex collisons

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Complex collisons

Postby PJani » Mon Feb 02, 2009 7:34 pm

Ok im writing a game in C++ with Ogre graphic engine and im using OgreNewt wraper and Newton 1.53. I need complex collison body for rigid body, witch should be loaded from sparate collison mesh...ok there is no problem loading that meshes and there is no problem writing additional kode in OgreNewt. The only problem i have is how to create exact copy of that mesh and use it as collison body.
I saw that compund collison body thing, but im not very happy about it.

Does newton have support for this kind of custom collison body?
| i7-5930k@4.2Ghz, EVGA 980Ti FTW, 32GB RAM@3000 |
| Dell XPS 13 9370, i7-8550U, 16GB RAM |
| Ogre 1.7.4 | VC++ 9 | custom OgreNewt, Newton 300 |
| C/C++, C# |
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PJani
 
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Re: Complex collisons

Postby agi_shi » Thu Feb 05, 2009 5:11 pm

First of all, I suggest Newton 2.0 with the updated OgreNewt.

Second, I recommend you split up your collision mesh into several sub-parts, and load them as separate convex collisions. Then create a single compound collision out of them to achieve a concave collision.
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