Author Topic: Collision Detection Rewrites  (Read 10668 times)

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Offline AndrewofDoom

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Re: Collision Detection Rewrites
No, same amount of dakka. It's just that the dakka won't slow your framerates down as much.
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Re: Collision Detection Rewrites
Though, wouldn't this make increasing the object limit potentially more feasible? 

 
Re: Collision Detection Rewrites
Great to have a rewrite of the collission detection system, I wonder if it may affect what happens if two large ships bump into eachother (In a few tests during FREDing in the past I've seen that happen, quite amusing but strange nonetheless) or if it's purely the detection part.

Nonetheless, having this will help improve performance a lot during missions such as BP2-Massive Battle or my own little BoE benchmark mission. Great work Swifty!
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Offline karajorma

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Re: Collision Detection Rewrites
Though, wouldn't this make increasing the object limit potentially more feasible? 

Cart before horse. Diaspora has already increased the object limit so we need these changes before we unleash that mess on everyone else. :p
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Offline Nuke

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Re: Collision Detection Rewrites
omg! they made it faster! double all the polycounts and all the texture resolutions!

:nono:
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Offline Kobrar44

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Re: Collision Detection Rewrites
omg! they made it faster! double all the polycounts and all the texture resolutions!

:nono:

Enable shadows :P
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Offline Nuke

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Re: Collision Detection Rewrites
well i was trying to make the point that we dont really need to use this as an excuse to go nuts on models more than we already are, thats just one aspect of the game after all. model quality isn't really too far from professional grade these days. and there are always things you can do to make the models better (and more efficient) than simply upping the poly counts. this is just coders keeping up with the abuses of modders :D
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Re: Collision Detection Rewrites
tho arent polies and textures mostly GPU dependend instead of CPU¿? i though we could already go nuts on those...

 

Offline The E

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Re: Collision Detection Rewrites
*headdesk*

Model complexity (aka polycount) has an appreciable effect on collision detection as well.
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Re: Collision Detection Rewrites
*headdesk*

Model complexity (aka polycount) has an appreciable effect on collision detection as well.

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Offline MatthTheGeek

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Re: Collision Detection Rewrites
There are ways to implement a collision mesh though, aren't there ?
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Offline The E

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Re: Collision Detection Rewrites
Yes. And doing so would yield a few more frames, I believe.
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Offline Sushi

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Re: Collision Detection Rewrites
I don't know that anyone has successfully done collision meshes on a full, working model. Diaspora spent some time trying to make it work, and eventually gave up completely.

But yes, by default all of those polygons are going to matter for the purposes of collision. I don't know if detail box stuff is included or not.

 

Offline KyadCK

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Re: Collision Detection Rewrites
omg! they made it faster! double all the polycounts and all the texture resolutions!

:nono:

Enable shadows :P

Tried it. The latest shadows patch I have doesn't play nice with the latest commits on SVN. Can't run the two together, at least with what I have.

EDIT: I did try the patch for this, and consistently higher frames were had (60-75fps vs 45-50fps when the karuna gets gutted in the WiH intro)
« Last Edit: June 13, 2012, 04:05:28 pm by KyadCK »
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Offline Flaser

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Re: Collision Detection Rewrites
I don't know that anyone has successfully done collision meshes on a full, working model. Diaspora spent some time trying to make it work, and eventually gave up completely.

But yes, by default all of those polygons are going to matter for the purposes of collision. I don't know if detail box stuff is included or not.

Didn't Shadows of Lyat actually successfully implement them?
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Offline jr2

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Re: Collision Detection Rewrites
Forgive me if everything just zipped over my head, but: why can't collision be done on a lower-quality LOD?  Why wouldn't that work?  To my best understanding the lower LODs are basically lower-poly versions of the HQ, right?

 

Offline karajorma

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Re: Collision Detection Rewrites
Invisible walls/fly through geometry.

The lower LODs are indeed less complex versions of the model. So obviously if there is a collision that means that you'd hit one of the polys in the lower LOD model. The problem is that this poly may not be in the same place as the corresponding one in the higher LOD. So either you fly through the surface of the ship and hit the LOD or you bounce off the surface a couple of meters from it.

This is especially notable in external view.
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Offline Nuke

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Re: Collision Detection Rewrites
any chance in creating a new pof chunk for precompiled collision models?
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Offline MatthTheGeek

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Re: Collision Detection Rewrites
The lower LODs are indeed less complex versions of the model. So obviously if there is a collision that means that you'd hit one of the polys in the lower LOD model. The problem is that this poly may not be in the same place as the corresponding one in the higher LOD.
If that's the case, then whoever did the LOD seriously sucks at LODing.
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Offline The E

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Re: Collision Detection Rewrites
Or did his job correctly. If your lod1 follows the contours of lod0 exactly, then your lod1 probably uses way more polies than necessary. This behaviour would be acceptable for a collision model though.
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