Game Development Community

Lod and Large differences in scale

by James Livingston · in Torque Game Engine · 03/01/2006 (8:14 am) · 3 replies

Hello all!
I have two questions I would greatly appreciate help with.
1. LOD - I'm pretty sure I know the answer to this, but just want to make sure. LOD only helps in drawing the scene for the player, but not collision detection for bots or non-player entities, correct? So, even though I may see a 50 poly tree from far away, the bot standing next to it sees a full blown tree model for collision, is that correct?

2. Difference of scale. I have a situation where the player needs to be small, anywhere form 1/2 an inch to maybe a foot large.

Are there any problems with collision detection, interaction between very small and VERY large objects?

What would be better? To keep the scale accurate, and simply have the player actually be that small in the world environment? Or, should I just adjust the scale so that 1 inch = 1 torque meter (just make everything else in the world much, much bigger. Like a tree, or a house for example.)

I'm thinking I should adjust the scale for everything to be, say 10x what it normally is. One reason is, the terrain tiling. If my player is say .1 meters big in torque, the terrain tiles are huge, and very very blurred. Also, I've heard torque has some collision problems with objects that small.

If I scale everything up, I'm concerned as to how well torque handles very HUGE objects (like a tree compared to the player). I'm also concerened as to the map size itself. I'm worried I won't be able to "fit" much into the environment at that point, aren't Torque maps rather small, and must repeat?

Thanks in advance for any direction on this.

#1
03/01/2006 (9:12 am)
1. Correct. But the collision is the same for every LOD.

Remember, the collision is done on the server and you'll need the same collision mesh on the client and server, or things would start to get funky, a projectile colliding on the server but not on the client - etc.

So the engine is using the collision mesh, not the LOD for collision.
#2
03/01/2006 (10:18 am)
Thanks for the great clarification on LOD, Stefan!!
Any info on differences of scale in the game "scene"?
#3
03/01/2006 (12:12 pm)
I'm sorry, I don't know enough about it to give you a good answer.

From what I've read though, making the object too small might cause the collision solution to fail, like you said.

A mission can be as large as you want it to be, the terrain however, is limited in that it does repeat.