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Additional primitive collision shapes for c_move/c_trace
#362553
03/08/11 19:08
03/08/11 19:08
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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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 Thanks for reading, Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Additional primitive collision shapes for c_move/c_trace
[Re: JibbSmart]
#362557
03/08/11 19:20
03/08/11 19:20
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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I'm not sure, but maybe the PhysX-based collision system on forecast will do that
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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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
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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I can't see it on the forecast page.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Additional primitive collision shapes for c_move/c_trace
[Re: JibbSmart]
#362618
03/08/11 21:12
03/08/11 21:12
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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lol you are right, it has been removed recently
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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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
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Joined: Aug 2007
Posts: 1,922 Schweiz
Widi
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Re: Additional primitive collision shapes for c_move/c_trace
[Re: Widi]
#362639
03/08/11 21:46
03/08/11 21:46
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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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!
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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
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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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. ...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!
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Re: Additional primitive collision shapes for c_move/c_trace
[Re: Widi]
#362678
03/09/11 04:59
03/09/11 04:59
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Joined: Jan 2002
Posts: 300 Usa
Rich
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Cylinders were used in the unreal engine (for example) Link
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