1.4 dts coll meshes
by Chris Labombard · in Torque Game Engine · 12/16/2005 (5:12 am) · 5 replies
If I'm not mistaken, TGE 1.4 now allows for any number of collision meshes in a dts.
Is there any kind of rough limit to this? I want to make a dts with 1280 collision meshes in it. Will TGE croak from that ? I would just try it, but I really don't feel like creating 1280 meshes just to find out it doesn't work. ;)
While I'm at it... Would TGE explode if I tried to animate 643 bones? and can I animate a vertex that's part of a collision mesh?
Is there any kind of rough limit to this? I want to make a dts with 1280 collision meshes in it. Will TGE croak from that ? I would just try it, but I really don't feel like creating 1280 meshes just to find out it doesn't work. ;)
While I'm at it... Would TGE explode if I tried to animate 643 bones? and can I animate a vertex that's part of a collision mesh?
About the author
I have been a professional game programmer for over 5 years now. I've worked on virtually every platform, dozens of games and released a few of my own games, including 2 iPhone titles and a title waiting release on Big Fish Games.
#2
I'm hoping it won't take that much. I just want to figure out how far I can push.
If it isn't going to work I'm going to have some issues.
12/16/2005 (6:13 am)
Lol. You're sort of right... but please don't associate me (in any way) to an MMO... You'll ruin my reputation ;)I'm hoping it won't take that much. I just want to figure out how far I can push.
If it isn't going to work I'm going to have some issues.
#3
That number of collision meshes is so extravagant that I can't even predict what will happen, but none of it would be playable! And 643 bones in a single object is extreme as well.
12/16/2005 (11:42 am)
It's performance based. The original restriction of 8 meshes was an assumption coded into the engine that we've removed, allowing you to within reason have a bit more flexibility in the number of collision meshes, at the cost of a decrease in performance per additional mesh.That number of collision meshes is so extravagant that I can't even predict what will happen, but none of it would be playable! And 643 bones in a single object is extreme as well.
#4
There has to be a way to do this. I need all 1280 triangles to be collidable (like the terrain).
12/16/2005 (12:01 pm)
Ok Stephen. Thanks for the info. Guess I need to find a new solution :) There has to be a way to do this. I need all 1280 triangles to be collidable (like the terrain).
#5
But I also think he's pretty much right. Implementing poly collision checking may be less taxing than organizing that many collision meshes. But then I've never tried anything like this. I, instead, use 3DWS, Quark, and Lightwave together. My collision meshes are pretty simple. Much like most adventure or RPG collisions.
12/16/2005 (12:08 pm)
Zepp is a mesh h8tr!But I also think he's pretty much right. Implementing poly collision checking may be less taxing than organizing that many collision meshes. But then I've never tried anything like this. I, instead, use 3DWS, Quark, and Lightwave together. My collision meshes are pretty simple. Much like most adventure or RPG collisions.
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