Posted: 06 Jul 2010 09:26:46 pm Post subject: Polysoup for FB
Polysoup would really help with maps for this game especially since one could just go inside a modeling program model their map out within an hour or so. (Depends on how detailed they want it.) Then have it in FB in a matter of seconds for setting up lighting ingame. This can also apply to other objects for artists like bricks.
Joined: 14 Mar 2005 Posts: 55741 Location: Earth, Sol, Milky Way
Posted: 06 Jul 2010 10:46:38 pm Post subject:
Lucas W wrote:
Video's description: "PolySoup collision test in the FPS Environment Pack using TGE 1.5.2 and Ben Garney's OPCODE polysoup resource"
All I see is random brushes placed on the landscape. Are you telling me that the collision meshes on those brushes are getting auto-generated from the brush itself? If so, impressive. _________________
Joined: 14 Mar 2005 Posts: 55741 Location: Earth, Sol, Milky Way
Posted: 07 Jul 2010 12:37:15 am Post subject:
Jimmg wrote:
In brief it is Polygonal collision, and all of those aren't brushes they're meshes.
Ah, I thought that polygonal collision meshes were inherent to Torque objects. I could swear I remember putting cylindrical collision meshes around my vehicle wheels... _________________
Joined: 23 May 2005 Posts: 10232 Location: A galaxy far far away......
Posted: 07 Jul 2010 08:49:38 pm Post subject:
That demo uses OPCODE, which is limited in its portability. Bullet supports arbitrary collision meshes, and ripping out the current physics and replacing it with Bullet is my next highest priority after after the graphics/LDraw stuff, but I would strongly caution against abusing polysoup in a sandbox game. _________________ StickFigure Graphic Productions || VSHI: Vermont Sustainable Heating Initiative
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