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Does Torque 3D uses PhysX's or engine's inner raycasting?

by Zealander · in Torque 3D Beginner · 10/13/2009 (11:15 am) · 2 replies

Hi all.

I know for Ogre, for instance, it is big performance hit to cast more then 100 rays simultaneously.
I used PhysX for all units modelling ( total amount more then 500) and raycasting (for visibility) and it works good enough.

So it is my question:

Does Torque 3D uses PhysX's or engine's inner raycasting.

Thanks for any help.

#1
10/13/2009 (11:37 am)
Normal rayCasts inside the engine are all optimal versions for the scene. Requiring every object to use PhysX just for a rayTest makes no sense in my opinion. So internally, the rayCasting is Torque3D.

There is a castRay function in the physics world, which you can use if you wanted.
Hope this helps :)
#2
10/13/2009 (6:05 pm)
This is correct.

Currently all ray casting and SceneObject collision queries are driven by the stock T3D collision system.

In the future this could change.