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by KingSnail » Mon Jan 18, 2010 12:01 pm
How does the penumbra guy do collisions on his objects?
By penumbra guy, I mean the guy who programmed the game called penumbra.
Does he use NewtonCreateConvexHull and automaticly generate a collision around an object
or
Does he use NewtonCreateCompoundCollision and does some maths to compute bounding objects which fit into an object
I tried to create the convex hull and it works fine, just for things like chairs, the legs of the chair are approximated in a weird way, because when I debug the collision its just a rough shape
around all 4 of the legs.
Working on an MMORPG powered by Newton Dynamics.
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KingSnail
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by Stucuk » Mon Jan 18, 2010 12:25 pm
It may be a good idea to
send him an e-mail. He will most likley use compound collisions. Id assume he has made an application that allows him to take a model which has the different parts as separate mesh's and assign collision shapes to each mesh, which are turned into compound collisions.
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Stucuk
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by KingSnail » Mon Jan 18, 2010 12:45 pm
Ok thanks a lot,
So I was thinking, maybe I can just make boxes in 3ds max around my object, and when my engine imports them it will recognise them by name, say they have a prefix collider_ or something.
And it can feed those into the compound collision, Is this an ok way to do it would you say?
Working on an MMORPG powered by Newton Dynamics.
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KingSnail
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by JernejL » Mon Jan 18, 2010 7:00 pm
KingSnail wrote:Ok thanks a lot,
So I was thinking, maybe I can just make boxes in 3ds max around my object, and when my engine imports them it will recognise them by name, say they have a prefix collider_ or something.
And it can feed those into the compound collision, Is this an ok way to do it would you say?
It's ok, but that should be done in a preprocessing tool, or cached in a serialized collision file.
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