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Additional primitive collision shapes for c_move/c_trace #362553
03/08/11 19:08
03/08/11 19:08
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
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JibbSmart  Offline OP
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
I think it'd be very useful to be able to use non-ellipsoid collision shapes without having to use PhysX. As nice as PhysX is, its license means I'm not inclined to use it unless I actually want proper physics simulation (which is yet to be the case).

Capsules and cylinders, for example, would both be more suitable for humanoid actor movement than ellipsoids, with the latter having many other applications (wheels, barrels, flying discs, etc). And an oriented box would be useful in many cases as well -- for doors, crates, and other props that may be moved around the environment without need for proper physics simulation.

It'd be really cool if each entity had a collision mode where we could choose if it's a capsule, cylinder, box or ellipsoid, the parameters of which could be manipulated using max_x/min_x, and if c_trace with USE_BOX could use these shapes as well laugh

Thanks for reading,

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Additional primitive collision shapes for c_move/c_trace [Re: JibbSmart] #362557
03/08/11 19:20
03/08/11 19:20
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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I'm not sure, but maybe the PhysX-based collision system on forecast will do that


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Re: Additional primitive collision shapes for c_move/c_trace [Re: painkiller] #362614
03/08/11 21:05
03/08/11 21:05
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
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JibbSmart  Offline OP
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
I can't see it on the forecast page.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Additional primitive collision shapes for c_move/c_trace [Re: JibbSmart] #362618
03/08/11 21:12
03/08/11 21:12
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Spain
lol you are right, it has been removed recently


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Re: Additional primitive collision shapes for c_move/c_trace [Re: painkiller] #362633
03/08/11 21:34
03/08/11 21:34
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Posts: 1,922
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Yes, it WAS there !???

Re: Additional primitive collision shapes for c_move/c_trace [Re: Widi] #362639
03/08/11 21:46
03/08/11 21:46
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
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JibbSmart  Offline OP
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J

Joined: Mar 2006
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WA, Australia
I remember it being there once, but I'm personally not bothered by its absence -- I don't want to have to show a PhysX logo just so I have more collision detection options.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Additional primitive collision shapes for c_move/c_trace [Re: JibbSmart] #362658
03/08/11 23:00
03/08/11 23:00
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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I can see cylinders as being a good alternative to boxes, since you can still stretch and pull cylinders vertically without disrupting the surface normals of the sides.


Eats commas for breakfast.

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Re: Additional primitive collision shapes for c_move/c_trace [Re: Redeemer] #362664
03/08/11 23:45
03/08/11 23:45
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline OP
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JibbSmart  Offline OP
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Originally Posted By: Redeemer
I can see cylinders as being a good alternative to boxes, since you can still stretch and pull cylinders vertically without disrupting the surface normals of the sides.
...and still get a nice flat surface underneath (even if you are hovering above the ground with c_trace and USE_BOX) so the actors don't slide down as they step off ledges.

To me, it's the perfect bounding box for actors.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Additional primitive collision shapes for c_move/c_trace [Re: JibbSmart] #362674
03/09/11 01:35
03/09/11 01:35
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Joined: Aug 2007
Posts: 1,922
Schweiz
Yes, cylinders would be great (BB for actors and enemys)

Re: Additional primitive collision shapes for c_move/c_trace [Re: Widi] #362678
03/09/11 04:59
03/09/11 04:59
Joined: Jan 2002
Posts: 300
Usa
Rich Offline
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Rich  Offline
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Posts: 300
Usa
Cylinders were used in the unreal engine (for example)
Link


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