Game Development Community

Optimizing collision mesh.

by Alexandre Harvey-Tremblay · in Torque Game Engine · 11/16/2004 (1:45 pm) · 2 replies

Hi all,

I will use DIF model as platforms for the game I am working on (like they did on marble blast). The players will walk over these platforms. To prevent them from falling, can a 2d collision mesh be made? I would not requiere a volumetric mesh because the players will never touch under the platform. Therefore I think a set of planes would do it. But how do I implement it?

Using a box with a small height won't do it because the triangles under the box would still be flagged and computed in the collision algorithm -which would slow the whole process down-. I tried creating a box with a height of zero but it didn't worked. Is there anything else I can use (in 3ds max or game code)

Thanks.

#1
11/16/2004 (2:16 pm)
The DIF format is already HIGHLY optomized for this type of collision detection, unless you have some SPECFIC profling that shows it is too slow, which I doubt given your apparent requirements, I would say you are going to be hard pressed to make any NOTICEABLE improvements.
#2
11/17/2004 (7:01 pm)
After re-evaluting my maps requierements (rotating and moving platforms), I will be forced to use DTS shapes instead of DIF. I assume that the overhead collision detection that DTS shapes have to go trough will effect the performances of the game in a noticeable manner?

If that is the case, is there a way to optimize the process? Given the constraints in mentionned in my original post. That is, the shapes would be rectangular with a small height.