Game Development Community

Polysoup TSE?

by Dark Tengu · in Torque Game Engine Advanced · 08/25/2006 (11:08 am) · 12 replies

Anyone know if the polysoup collision will be in TSE, or just Torque X?

#1
08/25/2006 (12:06 pm)
Which polysoup collision is that ?
V. Interested, is there a link ?
#2
08/25/2006 (12:12 pm)
TorqueX

So far it is only announced in TorqueX. I am not sure how much of it will flow into TSE/TSE 360.
#3
08/25/2006 (12:24 pm)
What exactly is difference between polysoup and stock collision.. i havent heard of it before the XNA anouncement.. maybe im getting behind the times...lol.. but i didnt find anything about it on a quick google other than people asking if its in engines..
#4
08/25/2006 (12:29 pm)
I believe polysoup is referring to the technique of calculating collision based on the actual mesh being rendered, or a very high polygon shape. You get more accurate collisions at the cost of performance.

Stock collision in Torque is based on convex collision techniques, which are faster.
#5
08/25/2006 (12:44 pm)
If you look at the new level designs for MBU (like the one on the TorqueX page), you can see that the sufaces are curved. These new levels were done in Maya *I think*. It would be great to be able to create levels in Lightwave instead of Quark, 3DWS, etc.
#6
08/25/2006 (12:47 pm)
You guys are crazy, it's so much easier to create levels in QUARK than a 3d program





.........just kidding.
a good polysoup collision system for large structures would rock beyond belief.
#7
08/25/2006 (12:56 pm)
I have always thought that trying to make good looking buildings in QUARK was about as difficult at trying to model in MS paint: your trying to use an app that is horrible at what it's supposed to do, never mind using it for something it's not supposed to do (make good looking buildings).
#8
08/25/2006 (3:23 pm)
I wonder if any of the coders can chime in on how difficult it would be to implement this...

*edit: spelling :(
#9
08/25/2006 (3:35 pm)
Robust triangle collision has been done. there are open source solutions for it.

obviously the cost benifit analysis is going to be based on a given gametype.

bsp collision is prolly not on the burner for this. as it is already using triangles not convex hulls.

this is prolly specifically for 3dmesh objects such as players and items. (dts)

the move from a convex hull to triangles is going to hurt bad when you talk about high poly models.
I have a 10k poly character now in a scene I am playing with, and I can set it up for triangle collisions.
on my system I can handle about 4 or 5 of these models before it bag's out the collision.
using convex hulls I can handle over 50 easily.

admit it, 10k is alot of polies.

hopefully that helps a little?
#10
08/25/2006 (3:42 pm)
Quote:
I wonder if any of the coders can chime in on how difficult it would be to implement this...

if by "this" you mean "polysoup collision in TGE/TSE", the answer is: very difficult.

- not inconceivable, but at least two highly-skilled man-months.

edit: hence my interest in the OP! :D
#11
08/28/2006 (6:09 pm)
Not for 1.0. We want it though. Constructor is making some big strides in this area with the meshes integrated with the interior, Unreal style. We want easy importing straight-up polysoup levels though, just like you guys.
#12
08/28/2006 (6:12 pm)
Good to know. It did seem a bit odd that polysoup was coming to Torque while Constructor is so near to it's release.