Game Development Community

Bug or feature ?- animated collision mesh.

by Hewster · in Torque 3D Professional · 08/18/2009 (2:24 pm) · 1 replies

I have created a test object, with a collision mesh, and ambient animation.

When firing my weapon at said mesh, collision works as expected.

When the player enters the objects collision influence area, it seems
T3D takes a snapshot of where the collision mesh is at that time,
and uses this then static collision mesh to calculate the player collision.

See vid:

Is this an expected feature ?

If this is an expected feature, could I request an option to set an
animated meshes collision (regarding the player) to be updated on a
per tick or frame bases, ie a check box 'animate collision for player'

I am sure there must be a reason that the collision is animated / tested
for weapon projectile collision, and not for player (bug or for performance)

Cheers,

Hewster

EDIT: sorry the vid plays a bit fast, I recorded at 15fps, and youtube plays it at 30

#1
08/18/2009 (3:14 pm)
I'm surprised the animated collision mesh even worked with the ray cast (projectiles) at all. The player caches a list of polygons around it to collide for performance reasons, and even if it didn't the player would surely get stuck as soon as the animated collision touched it, since it has no means of pushing players around.