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Author Topic: Collisions with displaced terrain  (Read 21037 times)

cameni

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Collisions with displaced terrain
« on: April 23, 2012, 06:16:19 pm »

Here's a preview video with fixed collisions with displaced terrain.

Displaced terrain is used to create rocky outcrops in places where the terrain is steeper than some threshold. Previously the collision algorithm disregarded the displacement effect, returning intersection with the original terrain instead, which led to vehicles sinking into the rocks. This is now fixed, together with several other bugs and performance problems in the collision code. One thing that's still needed are multiple sampling rays per wheel to get a more precise contact info from the tires.

I've also modified the torque profile to be able to climb these rocks at all.



Updated version should be available tomorrow, I still need to fix some minor issues there, like the camera that still uses the old code and goes inside the rocks occasionally.
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Minoza

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Re: Collisions with displaced terrain
« Reply #1 on: April 23, 2012, 06:19:04 pm »

Yay! Stunts time!!!  ;D
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Jagerbomber

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Re: Collisions with displaced terrain
« Reply #2 on: April 23, 2012, 08:51:32 pm »

I'm not watching because spoilers. lol  ;D
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Matt6767

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Re: Collisions with displaced terrain
« Reply #3 on: April 23, 2012, 09:25:53 pm »

The movement is so smooth, I can't wait to try it.  ;D
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KelvinNZ

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Re: Collisions with displaced terrain
« Reply #4 on: April 23, 2012, 10:14:44 pm »

Nice work. Is it safe to assume this will work for all vehicles? I suppose I can try when the update is released.
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ZeosPantera

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Re: Collisions with displaced terrain
« Reply #5 on: April 24, 2012, 12:57:58 am »

Finally the final stage is finally complete. I can begin.. the finale.
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Jagerbomber

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Re: Collisions with displaced terrain
« Reply #6 on: April 24, 2012, 05:23:45 pm »

Finally the final stage is finally complete. I can begin.. the finale.

Me first!  ;D
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C. Shawn Smith

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Re: Collisions with displaced terrain
« Reply #7 on: April 25, 2012, 06:47:42 pm »

Beat you both to it already :P

Collision still gets funky when you're moving too fast (Zeos, going down the Himalayas will get you into trouble if you're speed is too high, so keep it simple and slow).  But man, the collision detection now looks flawless at normal speeds.

I took the Tatra down a small slope last night (well, up a slope first).  Going up, I didn't notice ANY issues, and the collision detection worked so perfectly I couldn't tell it was a 3d engine and not real life.  Going down, however ... not sure what speed I was at, but the Tatra hit a bump, flew into the air a few meters, and when it collided again, it span out of control and then sank beneath the terrain.  Can't remember if I got a screenshot or video of it happening.  I'll have to go back and look later tonight/tomorrow.
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