Game Development Community

Beta 4 bug: Huge FPS loss...

by Sorin Daraban · in Torque 3D Professional · 07/30/2009 (1:56 pm) · 6 replies

...on Polysoup collision between player and curved/rounded objects.
If I change the collision from "Visible Mesh" to anything else, everything works fine.

PS: I export the curved objects as fully triangulated because if I don't, I get weird artifacts, such as jagged faces pointing all over the place.

#1
07/30/2009 (2:01 pm)
1. What are you exporting with?
2. What is the tris count of said curved/rounded objects?
3. Are they (polysouped objects) intersecting with other polysoup objects?


And have you checked your normals?
#2
07/30/2009 (4:41 pm)
Generally if you are seeing a huge slow down with a polysoup collision it is because your are trying to collide with too many polys at once (too small or too thin or too tightly grouped).

Beta 4 shipped with the feature of being able to use a simpler polysoup collision mesh to help avoid situations like this.
#3
07/31/2009 (10:53 am)
@Steve: Matt is right. Curved objects have many polygons grouped together. I was thinking that was the problem, but I thought there was going to be some kind of implementation in the future that would fix this issue without using a Collision-Mesh.
#4
07/31/2009 (11:10 am)
@Sorin: I doubt anyone can come up with a "fix" for this. Collision with triangles *is* very resource-intensive, even on modern hardware. Even high profile games resort to simple collision meshes and/or collision with convex hulls, boxes, spheres and capsules.
#5
07/31/2009 (1:08 pm)
@Manoel: What would be cool, is if we had the ability to select "automatically generate collision meshes", and the engine would algorithmically generate collision meshes when possible (either convex, or a simple LOD style decimation). Of course this wouldn't work for everything, but it could work for quite a few models and save some art time.
#6
07/31/2009 (6:12 pm)
My next release of Doit! for 3dsMax, will have more shape choices for automatic col volumes.. Box,Sphere,Cylinder,Pyramid,Cone and Tetra.

My next project has 'facial snapping for primitive convex col volumes' planned. Again, for 3ds.