Culling/Blocking with replicators?
by Ronald J Nelson · in Torque Game Engine Advanced · 05/26/2008 (8:53 pm) · 4 replies
OK I wanted to see if this is possible with foliage, shape, or tree replicators becuase it seems pretty sloppy if there isn't a way to avoid this.
What I want to know is if there is some way to prevent these replicated objects from passing through buildings(tree limbs and leaves) or DTS objects like vehicles or even DTS buildings made with Polysoup?
Here is a good illustration of what I mean, it looks ridiculous.

What I want to know is if there is some way to prevent these replicated objects from passing through buildings(tree limbs and leaves) or DTS objects like vehicles or even DTS buildings made with Polysoup?
Here is a good illustration of what I mean, it looks ridiculous.

#2
Otherwise, having each moving object check hundreds of blades of grass might be prohibitively expensive.
Alternatelty, you can also mask the problem with art design. If the foliage were shorter than the car is tall, it wouldn't be much of a problem.
05/27/2008 (9:29 pm)
Can't you inhibit the ability to place them on static objects via script? Otherwise, having each moving object check hundreds of blades of grass might be prohibitively expensive.
Alternatelty, you can also mask the problem with art design. If the foliage were shorter than the car is tall, it wouldn't be much of a problem.
#3
The only replicators I can see that would even have a chance at such a thing is the shape and tree replicators since they possess a processtick that could be used for such things but honestly it does seem a bit of a cpu load to do that.
I guess we will just have to be a bit more controlled on how we do things.
05/27/2008 (9:53 pm)
Thanks for a very reasonable answer, and one I was pretty much coming to the conclusion of while digging through the code. The only replicators I can see that would even have a chance at such a thing is the shape and tree replicators since they possess a processtick that could be used for such things but honestly it does seem a bit of a cpu load to do that.
I guess we will just have to be a bit more controlled on how we do things.
#4
I bounced around with a lot of stuff awhile back trying to staticly block the replicators. The big problem I had was invisible blocking items throwing shadows (probably needed to remove the collision volumes of my blocking items.) Luckily, in the application above that wouldn't be a problem.
It sounds like your car above is dynamic, not a static object. You can likely go a long ways with shorter foliage and perhaps a different viewing angle. You could also maybe raise up the car for off roading! :)
05/28/2008 (5:44 am)
Rereading,. I see that I'm terser than intended when my wife is yelling at me to turn off the computer ;) I bounced around with a lot of stuff awhile back trying to staticly block the replicators. The big problem I had was invisible blocking items throwing shadows (probably needed to remove the collision volumes of my blocking items.) Luckily, in the application above that wouldn't be a problem.
It sounds like your car above is dynamic, not a static object. You can likely go a long ways with shorter foliage and perhaps a different viewing angle. You could also maybe raise up the car for off roading! :)
Torque Owner Ronald J Nelson
Code Hammer Games