Collision Mesh
by Chris · in Torque Game Engine · 03/31/2004 (10:30 am) · 8 replies
Does anybody know what the maximum amount of collision polys the engine can handle? The scene I'm currently working on requires ALOT of collision on the mesh. I looked into the source, but couldnt find a limit. I only need one mesh per scene, but it has to have lots of collisison... any thoughts?
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#2
Each collision mesh is fairly limited in the max number of polys. It *largely* depends on if you need to do vehicle collision or not. Player collision is in general *much* faster so you can use more polys (still wouldn't go much over a couple hundred).
With Vehicles anything over 32 or so is going to start causing slow down (I've had a 128 poly spherecial collision mesh cause major hits) though the simpler the Vehicles collision mesh the more you can offset this.
04/01/2004 (11:38 am)
Dts is limited to 8 collision meshesEach collision mesh is fairly limited in the max number of polys. It *largely* depends on if you need to do vehicle collision or not. Player collision is in general *much* faster so you can use more polys (still wouldn't go much over a couple hundred).
With Vehicles anything over 32 or so is going to start causing slow down (I've had a 128 poly spherecial collision mesh cause major hits) though the simpler the Vehicles collision mesh the more you can offset this.
#3
04/03/2004 (9:29 am)
Cool... Hmmm. I think I'll have to figure out if there is a way to use Quark for this... Thanks alot Matthew.
#5
04/04/2004 (8:34 pm)
@Gonzo... 9 is the max amount of collision meshes. I need to know the maximum number of polys a *mesh* can have for collision...
#6
My suggestion would be to start big, load up the poly's, then test it and see what happens, does it crash the exporter? Does it crash the engine? Does it slow the game down everytime a player gets hit? Etc....
The question of limitations falls into two catagories most times. Catagory 1 is like the maximum number of meshes possible, in this case, 9. No getting around it, and usually you can find the answer immediately. Catagory 2 is your question, where no one really knows the answer, most likely caused by nobody yet reaching a limit or boundry they could define.
Wish I could be more help, but my best suggestion is to just run some tests, I know thats a tall order for a moddeler considering the amount of work you guys have to do on those models, I know how much time that takes. But at the very worst, you could end up being the guy that knows the answer to your question, lol.
04/04/2004 (11:52 pm)
Clutch, I understand that, but I was correcting(I think) Matthews assertion that only 8 collision meshes were possible. As for your poly counts, I would say that your limitation is based on the type of game you are designing and how absolutely accurate you want or need everything to be.My suggestion would be to start big, load up the poly's, then test it and see what happens, does it crash the exporter? Does it crash the engine? Does it slow the game down everytime a player gets hit? Etc....
The question of limitations falls into two catagories most times. Catagory 1 is like the maximum number of meshes possible, in this case, 9. No getting around it, and usually you can find the answer immediately. Catagory 2 is your question, where no one really knows the answer, most likely caused by nobody yet reaching a limit or boundry they could define.
Wish I could be more help, but my best suggestion is to just run some tests, I know thats a tall order for a moddeler considering the amount of work you guys have to do on those models, I know how much time that takes. But at the very worst, you could end up being the guy that knows the answer to your question, lol.
#7
04/05/2004 (12:01 am)
BTW, I'm not a moddeler so I don't know if this is possible, but couldn't you rig up some dummy player that was just an easy, low quality shape, like a box man or stick figure, and then lay some high poly count collision meshes on him for testing? It would save a lot of time dealing with a precision model as your test platform.
#8
04/17/2004 (7:20 pm)
@ gonzo: Sorry I never responded to the rest of this thread. Thanks for the help, I think I found a solution.
Torque Owner Chris