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Bulletphysics mesh vs visual mesh
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Topic: Bulletphysics mesh vs visual mesh (Read 12922 times)
apat
Newbie
Posts: 1
newbie
Bulletphysics mesh vs visual mesh
«
on:
March 24, 2012, 08:43:44 am »
I've tested Anteworld (quite fun!) and noticed that the vehicle sank through the ground when the gound is very rocky. I take it that the fractal data is only availble on the graphics (shader thing) and the collision mesh is the "original" mesh? I.e graphic mesh isn't shared with bulletphysics?
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cameni
Brano Kemen
Outerra Administrator
Hero Member
Posts: 6721
No sense of urgency.
Re: Bulletphysics mesh vs visual mesh
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Reply #1 on:
March 24, 2012, 10:36:06 am »
The meshes are always generated on the GPU, and then read back to CPU side for physics. The issues is that the lateral displacement that is in effect in mountains isn't accounted for yet in the collision checking, effectively behaving as if no displacement existed. See also
this
. It's being worked on.
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Bulletphysics mesh vs visual mesh