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Collision meshes in Torque

by Andy Hawkins · in General Discussion · 06/02/2005 (9:01 pm) · 5 replies

Can some have a look at this and tell me if it's a convex or concave collision mesh?

Will this cause any problems in Torque because it seems when I place this object on the track in Starter.racing, the buggy goes up the side of it, but on some angles goes right through it.

Though the collision mesh seems okay - I may have stuffed it up somehow.

www.drewfx.com/Torque/Imported_MeshWithLOD.jpg

#1
06/02/2005 (10:09 pm)
Hmm, see where the nose and the wing join in the visual geometry, your collision does much the same thing, thats not a convex shape as where the wings and nose meet, the dent makes it a concave shape. In a convex shape you cant have any dents that deform the shape by pushing in, which is what you have in your example shape.

ust did an aproximation of your object in the background, and grey ones showing you something more like whats expected. the red faces show where the obvious errors are in your shape. See how the red faces make a concave dent in the shape?

s93153354.onlinehome.us/eg.gif

found a quick tutorial for unreal that may help:

udn.epicgames.com/Two/CollisionTutorial
#2
06/03/2005 (12:26 am)
Hey wow! Thanks for the extra effort to explain that. Now I get it.

To closely map shapes like the wing, is it possible then to attach several convex piece of geometry as separate objects instead?
#3
06/03/2005 (3:56 pm)
You can have up to 8 collision meshes.
#4
06/07/2005 (5:02 am)
We have multiple collison meshes, but it seems only the first one is use for collison agaisnt the terrain?
#5
06/07/2005 (7:02 am)
Okay thanks for the tip. Anyone know how to work around this?