Game Development Community

General question about collisions

by Nicolai Dutka · in Collada Test · 08/03/2009 (12:15 pm) · 6 replies

With Collada files in T3D, do we still need to setup collision meshes?

In other game engines, I can recall never having to include a single collision mesh... I just export my meshes and the game engine uses that info for collisions... That would speed up my workflow exponentially!

#1
08/03/2009 (4:36 pm)
With both Collada and DTS meshes, you can choose to setup collision meshes as normal OR enable polysoup, which will use the visible mesh for collision.

Polysoup is not always the best option though, as it has problems with small or very long triangles in the mesh, and for some shapes you may want a much simpler mesh for collision purposes to improve performance.
#2
08/03/2009 (5:06 pm)
Whoa, whoa , whoa! Polysoup can be used on StaticShapes? Or are we talking about TSSTatics here? And, if Polysoup can be used on StaticShapes, at what point and how is that done? Inside3dsMax? Using TSShapeConstructor, or the shape editor or what?
#3
08/03/2009 (5:32 pm)
Quote:Whoa, whoa , whoa! Polysoup can be used on StaticShapes?

I never said anything like that! I was talking about TSStatics.
#4
08/03/2009 (8:51 pm)
lol, ok then. Just making sure I know what my limits are :-)
#5
08/24/2009 (10:29 am)
how do we use polysoup then? applied in the editor, 3d authoring pipeline, shape editor. need a hint please.
#6
08/24/2009 (11:42 am)
Make a TSStatic. In the Mission Editor, go to that object's properties (F3). Check the box for 'usePolysoup'. That's it!

I also found that unchecking 'allowPlayerStep' is often needed, especially if your player is getting 'stuck' when colliding. Even still they are some issues with polysoup that you need to be wary of. If the object is simply a box with a 'shell' modifier (room), you may wanna stick to traditional collisions. If it's a box with NO shell modifier and the normals flipped to face inward, I've had great success with these...