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: Walking through mountains  (Read 4749 times)

KelvinNZ

  • Hero Member
  • *****
  • Posts: 509
  • A clock that doesn't work still works twice a day!
Walking through mountains
« on: March 19, 2012, 02:07:29 am »

i'm able to walk through mountains. for your next bug fix.
Logged
If a man who cannot count finds a four-leaf clover, is he lucky?

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
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.
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

C. Shawn Smith

  • Hero Member
  • *****
  • Posts: 712
    • C. Shawn Smith's Art Gallery & Portfolio
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 :(
Logged
What we think, we become -- Buddha
There is no spoon -- Neo, The Matrix
The Cosmos is all that is, or ever was, or ever will be. -- Carl Sagan
Outerra is all that is, or ever was, or ever will be. -- Me :)
- Yes, I'm still around ... just been busy with other projects ;)

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
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.
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo

cameni

  • Brano Kemen
  • Outerra Administrator
  • Hero Member
  • *****
  • Posts: 6721
  • No sense of urgency.
    • outerra.com
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).

Logged

ZeosPantera

  • ||>>-Z-<<||
  • Global Moderator
  • Hero Member
  • *****
  • Posts: 2520
  • #1 Outerra Fan Boy
    • My Youtube
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.
Logged
"Fear accompanies the possibility of death, Calm shepherds its certainty" - General Ka Dargo