Outerra forum

Anteworld - Outerra Game => Tech demo, support, updates => Topic started by: bomber on February 10, 2015, 05:42:27 am

Title: collision mesh
Post by: bomber on February 10, 2015, 05:42:27 am
http://forum.outerra.com/index.php?topic=718.660

With an understanding that collision implementation in outerra is in its infancy I just want to add my thoughts.

Looking at the above thread it seems a bounding box is used,  as a proof of concept it works. However it's lacks a level of granularity that would be required for a combat simulation.

Can I suggest working towards creating 'special' meshes within the 3d object, using either layer naming or material naming convention. These meshes would not be rendered but would be detected by the collision code, such that it would flag up a hit on wing_right_1... Thus allowing interaction between the collision, damage allocation and flight model codes via property values.

Regards

Simon
Title: Re: collision mesh
Post by: cameni on February 14, 2015, 10:00:40 am
There's a brief doc (https://docs.google.com/document/d/1hazxl5cZqoJOSgF6Az7O9j1tbX-i5jU2JqTaD-SC5zc/edit#heading=h.s7qjegqulilh) describing what the engine expects for collision shapes. There's a also a convex hull mesh, but if possible, predefined shapes are more efficient.

Internally we already have mesh id returned for ray cast checks, so once there's a weapon system, it will know what was hit.