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Re: The 3DGS collision system is AWFUL.
[Re: Rich]
#367361
04/12/11 14:12
04/12/11 14:12
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Joined: Dec 2008
Posts: 1,660 North America
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Posts: 1,660
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So, I've been playing around with physX for a while in a test project of mine, creating char entities with kinematic physics, rigid sphere entities, and static WMB entities.
And I've discovered, to my own dismay, that Gamestudio's implementation of PhysX sucks.
I'm sorry, it really does. Here's my biggest problems with it:
- pXent_movechar() is super inaccurate and uncontrollable. Many times an entity will stop moving before it even collides with an object, although I can get close to it anyway by sliding up against it. In addition, pXent_movechar() will cause entities to bump over and around objects, even if there's no way they can or should!
- WMB entities don't set the size of their BBoxes properly! As a test, I created a rigid, dynamic sphere body and started rolling it around on a bunch of WMB entities. To my annoyance, I found that the sphere will fall partly into a WMB entity! I know it's a problem with the WMB entity, because all other physics objects collide with the sphere normally. What's the deal?
- There's no way to control the size of an entity's BBox! seriously, pXent_setskinwidth() just doesn't work at all. In fact, it does the exact opposite of what it's supposed to do. I know, because I've tried passing it multiple different positive and negative values, fractional and non-fractional. But it doesn't work worth beans.
- With PH_CHAR and kinematic entities, boxes are treated like ellipsoids. This is exactly what I was trying to escape in the first place!
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Re: The 3DGS collision system is AWFUL.
[Re: ratchet]
#369962
05/09/11 23:53
05/09/11 23:53
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
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C_move uses the shape of the mesh for collision detection. So your answer is to change the shape. In each of the eight corners of your mesh put a vertex there with med. Now as far as the engine is concerned you have a box.
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Re: The 3DGS collision system is AWFUL.
[Re: JibbSmart]
#369966
05/10/11 01:31
05/10/11 01:31
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
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I haven't got to test it but I'm not sure why it would not work.
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Re: The 3DGS collision system is AWFUL.
[Re: FoxHound]
#369968
05/10/11 02:21
05/10/11 02:21
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Because c_move treats each moving entity as an ellipsoid.
Jibb
Formerly known as JulzMighty. I made KarBOOM!
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