Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Bulletphysics mesh vs visual mesh  (Read 7420 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?

Logged

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
Re: Bulletphysics mesh vs visual mesh
« 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.
Logged