Lots of DTS collision meshes
by Greg Gardinier · in Technical Issues · 08/25/2005 (2:32 pm) · 5 replies
Have you ever experienced a lag from using too many dts collision objects? Is it the number of objects or the complexity of the actual mesh that matters? How much of a performance hit can collision be?
About the author
#2
As far as the number of objects goes...it largely depends on the density of the objects. If the player is actively colliding with a bunch of them (more than 3-4) things can get a little slow. However, the collision system is pretty good at making sure you don't try to collide with objects that you can't collide with (your bounding boxes don't overlap). In general, a collision mesh smaller than the player's head is a waste of time and resources.
Performance hit: with difs/interiors collision will generally cost you 5-10 fps, with dts's the hit is closer to 10-20 fps (depending largely on how well crafted you collision meshes are).
08/25/2005 (2:52 pm)
The complexity of the collision mesh makes the biggest difference in performance. The difference between a 30 poly collision mesh and a 150 poly collision mesh is *enormous*.As far as the number of objects goes...it largely depends on the density of the objects. If the player is actively colliding with a bunch of them (more than 3-4) things can get a little slow. However, the collision system is pretty good at making sure you don't try to collide with objects that you can't collide with (your bounding boxes don't overlap). In general, a collision mesh smaller than the player's head is a waste of time and resources.
Performance hit: with difs/interiors collision will generally cost you 5-10 fps, with dts's the hit is closer to 10-20 fps (depending largely on how well crafted you collision meshes are).
#3
For example, is Torque testing collision for DTS objects over the hill in an outdoor terrain type situation?
And is there any culling of DTS objects placed within DIFs? ie based on the portals and BSP tree?
08/25/2005 (4:57 pm)
Are DTS objects culled readily from the collision algorithm.For example, is Torque testing collision for DTS objects over the hill in an outdoor terrain type situation?
And is there any culling of DTS objects placed within DIFs? ie based on the portals and BSP tree?
#4
08/25/2005 (5:00 pm)
There is bins level culling (if you aren't in the same bin you don't collide) and then a straight bounding box overlap comaprison culling (if you bounding box doesn't overlap with one of another object you don't collide). So, yes, if the dts is over the hill from you then your bounding boxes won't overlap and you won't collide.
#5
08/26/2005 (5:39 am)
Well, what I am doing is creating a large cave with about 30 individual cubes. I am using XSI to model all of my collision meshes. In XSI you have the ability to snap vertices together so I am making sure that all the cubes packed together all around my cave. The cubes are often very large the smalles ones being at least the size of two players. Most are much larger.
Torque Owner Brett Fattori
- Brett