Game Development Community

Collision Detection in TSE...

by Mitovo · in Torque Game Engine · 06/06/2004 (3:27 pm) · 2 replies

Howdy all,

Question here..

I'm working with a team who is developing a game and is currently migrating over to TSE. Since I'll be working on 3D environment models, I'm curious as to how TSE is handling polygon collision? Is there any new or improved collision detection in place? Or, is it still the bounding box/cylinder/sphere setup as with TGE?

Specifically, is, or will there ever be, a system in place that allows for, say, a lower polygon model to be created that closely "mimics" the visible mesh to be used for collision? They do this in the Unreal2 engine, and in a couple others I've seen...

Perhaps someone in the community has already found a way to implement such a system, or something similar?

Thanks..
Mike

#1
06/06/2004 (3:43 pm)
This is already being used and supported in TGE.
#2
06/06/2004 (4:54 pm)
Stefan,

That's awesome. Life is good :-).

Thanks for the verification...

Take care,
Mike