Dif as collision hull
by Erik Madison · in Game Design and Creative Issues · 02/27/2005 (6:13 am) · 1 replies
My basic question is to the efficiency of complex difs for the following purpose:
I have some highly complex dtsobjects I will be using for cliffsides, etc. Originally, I tried cloned meshes for collision hulls. They worked, but of course things got very sloooow. Without collsion, my meshes run at an acceptable speed, so the rendering aspect is just fine. Then I remembered my new copy of GLB3 has an awesome mesh to brush to map converter, so I converted the mesh to a dif, textured with null, and layed the 2 together. Very tight match! What Im wondering, is the null texture enough to keep things speedy once I start adding lots of these? Do I still need to add LOD, even though nothing is rendered (dif wise that is)?
I have some highly complex dtsobjects I will be using for cliffsides, etc. Originally, I tried cloned meshes for collision hulls. They worked, but of course things got very sloooow. Without collsion, my meshes run at an acceptable speed, so the rendering aspect is just fine. Then I remembered my new copy of GLB3 has an awesome mesh to brush to map converter, so I converted the mesh to a dif, textured with null, and layed the 2 together. Very tight match! What Im wondering, is the null texture enough to keep things speedy once I start adding lots of these? Do I still need to add LOD, even though nothing is rendered (dif wise that is)?
About the author
Torque Owner Alex Swanson
Adding LOD would not be a bad idea - you are only going to need the complex collision data when you're right on top of it.