Game Development Community

New idea for terrain holes in interiors

by Daniel Buckmaster · in Torque Game Engine · 12/21/2007 (1:20 pm) · 21 replies

There is already an existing feature that terrain will not render inside a portalised interior, correct? So if you stick a house halfway through a hil, you don't have the hillside sloping through your kitchen. The problem is, you still collide with the hill side, correct? That's why you 'set empty', so you don't collide. But then your hole is pretty regularly shaped, and may not line up nicely with the house.
The fundamental problem is colliding with the terrain. So how about just checking each shape - if they're inside an interior, disable terrain collisions. That way you can have tunnels or buildings nicely intersecting terrain without needing tpo tidy up holes, and not be walking into invisible walls all the time.
Worry is that it might be expensive to check whether each and every object is inside all the time. Maybe trigger areas - when you're in a trigger area which denotes proximity to an interior, then you start checking.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!

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#21
07/15/2008 (1:21 am)
Oh man, that's ridiculous - that's exactly what I want to do! So strange...
Thank you hugely for this, Bill! It's slightly hacky, but it seems to work well enough that I'll definitely be trying it. Looking out of the interior might be a problem, though... well, I'll cross that bridge when I come to it :P.

EDIT: I'm having a bit of trouble with mirrors in general - I think I need to get back to working on a computer that was made after the turn of the millenium :P.
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