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[1.1B1 BUG] raycasting with collidable forest brush objects is broken - RESOLVED

by Chris · in Torque 3D Professional · 06/25/2010 (5:02 pm) · 22 replies

B:1.1B1/AFX

Platform: Win7x64 Xeon, Win7x64 AMD, Server 2008 Xeon

Target: Dedicated servers, in client servers

Issue: Forest collision mesh ray casts are broken in some way possibly related to lod, also very slow

Repeat: Do a series of raycasts through a forest brushed dae model with a collision mesh, save and render the resulting points for visual confirmation

Fix: Treat forest collision meshes the same as others? Create a proxy for collisions?
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#21
08/22/2010 (11:03 pm)
Confirmed as fixed with my nav mesh system, forest brushed objects with col meshes collide at normal speed and with correct collision data.
#22
08/23/2010 (2:49 pm)
@Chris
Glad to hear that! I was just about to email you to get your test level and code as we weren't seeing it in the lab.
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