What is the problem with visible mesh collision???
by Greg Albright · in General Discussion · 10/11/2011 (8:08 am) · 6 replies
I have been using it in my demo levels, just playing with/learning the software, and I have had no issues with it.
In several threads I have read through, visible mesh collision seems to regarded as poor or inferior in some way, and I don't quite understand...
In several threads I have read through, visible mesh collision seems to regarded as poor or inferior in some way, and I don't quite understand...
About the author
I feel I have to explain my avatar. That was the first thing I did in Sculptris that didn't explode all over the place. Version 2. ZOMG when you guys where helping me switch to max why didn't you say Mudbox? Oh wait you did and I ignored you.
#2
10/11/2011 (11:17 am)
Is it safe to just use visible mesh collision until I run into some sort of issue with it, then when that happens work around it with an actual collision mesh, or will I run into traps building my set pieces that way?
#3
10/11/2011 (1:22 pm)
Not necessarily traps, but you can find yourself in place where you might have to make a hard decision of whether or not to redesign something later on. Something also to keep in mind is decals. If your building has a lot of contours and such then you'll want to use visible mesh for the decals, which unfortunately requires visible mesh collision to work.
#4
10/12/2011 (10:50 am)
dup
#5
So after playing with this a bunch my workflow looks like...
1. Make game elements in max that have a simple(ish) visible mesh collision or box collision.
2. Arrange these items in the Torque3d World editor to make my level
3. After I am happy with the way the game level is working come back with detail meshes that I place directly over my collision meshes for added detail/visual interest, but assign no collision mesh to these objects.
There would be an extra step in there when I place objects with the forest brush... Probably when I am at the add detail stage...
Does it look like I am understanding the workflow?
10/12/2011 (10:54 am)
One more sorta question...So after playing with this a bunch my workflow looks like...
1. Make game elements in max that have a simple(ish) visible mesh collision or box collision.
2. Arrange these items in the Torque3d World editor to make my level
3. After I am happy with the way the game level is working come back with detail meshes that I place directly over my collision meshes for added detail/visual interest, but assign no collision mesh to these objects.
There would be an extra step in there when I place objects with the forest brush... Probably when I am at the add detail stage...
Does it look like I am understanding the workflow?
#6
Actual collision meshes are created as part of a shapes hierarchy inside your modelling app, and not as separate shapes. Some bit of precision can be approximated by using multiple convex shapes instead of one general convex shape.
10/12/2011 (11:29 am)
The visible mesh collision property is simply a toggle for TSStatics that makes the engine calculate collision at the mesh level, which is why it can become a performance problem - especially for highly detailed shapes. This is the easiest way for artists to drop shapes into Torque.Actual collision meshes are created as part of a shapes hierarchy inside your modelling app, and not as separate shapes. Some bit of precision can be approximated by using multiple convex shapes instead of one general convex shape.
Associate Michael Hall
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