Hello i made a toppic about this subject but i didnt get the awnser i am looking for...
My question is how to simulate collision shapes which are more complex then a box or sphere shape? (for a moving entity) I think you can make those shapes by combining spheres and boxes...
I am new to this and couldent find anything about it in the manual, i hope one of the developers can awnser my question or point me in the right direction..
Depends(as always^^) on the case of use. Why do you need complex shapes? If youre working with c_trace(for example in a shooter) use the polygon flag for c_trace to collide more acurrate with the model.
More info mplease^^
Greetings Rackscha
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Seems to me ... All you need to do is highlight the "Polygon" flag to the object. You will find it, under "Properties" in the world editor... WED. (Lower left.) There are 15 flags you can play with in the properties panel. Enacting the polygon flag enables a collision hull that matches the object shape. I hope that helps...
The POLYGON flag has nothing to do with the physics engine. For a polygonal shape, use PH_CONVEX; for a complex shape from many spheres or boxes, use pXent_addshape.
I still use A7, but when i use 'PH_POLY' it doesn't act as it has the collision shape like the shape of the object. It rolls and falls trough the floor...