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Author Topic: Walking through mountains  (Read 8251 times)

KelvinNZ

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Walking through mountains
« on: March 19, 2012, 02:07:29 am »

i'm able to walk through mountains. for your next bug fix.
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ZeosPantera

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Re: Walking through mountains
« Reply #1 on: March 19, 2012, 05:03:38 am »

I hope so, this simple fix has been on the books for a long while. Has to do with the collision mesh not following the terrain on steep complex slopes.
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C. Shawn Smith

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Re: Walking through mountains
« Reply #2 on: March 20, 2012, 04:06:29 am »

Part procedural generation and existing land data, if I recall correctly what Cameni told us a while back.

Just FYI, in my own experiments with procedural generation, it's a B**ch to get collisions working correctly, because of its very nature.  Even 3d apps specializing in it don't always get it right :(
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ZeosPantera

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Re: Walking through mountains
« Reply #3 on: March 20, 2012, 05:29:18 am »

It is just matching two meshes isn't it? There is the mesh the texture is applied to (The Mesh you See) and the collision mesh would just need to mimic that exactly. We discussed it not doing so unless a player or object is close to interacting with it. IE an entire mountain 4 miles in the distance wouldn't need ANY collision mesh until you get there with your "on fire" plane.
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cameni

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Re: Walking through mountains
« Reply #4 on: March 20, 2012, 06:45:17 am »

Presently we are doing collisions only with heightfield data. Terrain steeper than a certain threshold is subject to horizontal displace, which creates more complex geometry by shifting the heightfield nodes around. It's also more demanding in terms of computation requirements, so I want to switch to mesh collisions only on the parts that require it.

FYI, here's which parts of terrain are displaced (yellow).

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ZeosPantera

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Re: Walking through mountains
« Reply #5 on: March 20, 2012, 08:01:07 pm »

 That is quite a bit of it. Thanks for clearing that up.
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