Visible mesh collision problem.
by Richard Preziosi · in Torque 3D Beginner · 12/02/2009 (2:39 am) · 3 replies
So I've noticed that visible mesh collision only works on planes if you actually see them first. They tend not to work if you back into them without looking at them first.
Also if you go through the dts and back straight up it never catches up, but if you come back through at an angle it corrects itself.
Curious if anyone was fimiliar with this problem. Rather create my walls out of the smallest file possible.
Also if you go through the dts and back straight up it never catches up, but if you come back through at an angle it corrects itself.
Curious if anyone was fimiliar with this problem. Rather create my walls out of the smallest file possible.
#2
In Burg there are a few places where the designer thought that they could get away with a single front facing collision surface, but you can see what the problem there is.
So... don't do that. :)
12/02/2009 (11:03 am)
Yes... collision depends on the normal of the surface and triangles are not automatically double sided for collision.In Burg there are a few places where the designer thought that they could get away with a single front facing collision surface, but you can see what the problem there is.
So... don't do that. :)
#3
Would it be better, rendering wise and less memory intensive, to instead use full boxes instead of planes, or to include a collision mesh to be used? At the moment it's just the walls that I am having problems with.
12/02/2009 (2:09 pm)
Tom, gotcha, and yea I was hopeing to get away with the same things. :)Would it be better, rendering wise and less memory intensive, to instead use full boxes instead of planes, or to include a collision mesh to be used? At the moment it's just the walls that I am having problems with.
Torque Owner Daniel Buckmaster
T3D Steering Committee