Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Download Outerra Tech Demo. Unofficial Outerra Discord server, MicroProse Discord server for OWS.

Author Topic: collision mesh  (Read 4797 times)

bomber

  • Hero Member
  • *****
  • Posts: 523
  • newbie
collision mesh
« 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
Logged
"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchell

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: collision mesh
« Reply #1 on: February 14, 2015, 10:00:40 am »

There's a brief doc 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.
Logged