Author Topic: Collision Detection Rewrites  (Read 13916 times)

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Offline Sushi

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Re: Collision Detection Rewrites
I don't see a need to mess with submodel props and stuff, really. Just have it work like this: if submodel A has a child submodel B named "collision" (or whatever), then use B as the collision mesh for A. Simple as pie.

that also works i guess. my solution is probibly overkill.

That's more or less what we tried. There were some code issues we never got resolved, and in addition it turns out to be difficult from a modeling point of view to get a collision mesh that really works well.

Eventually, Swifty got fed up and decided to just try improving collision detection altogether. Which leads to this thread. :)

 
Re: Collision Detection Rewrites
This is amazing, I had no idea collision detection was such a bottleneck. +30-50% Framerates? Yum. Massive Kudos, Swifty.

If this is released as part of 3.6.16 along with all the HTL awesomesauce of the next FSU version, I shall hurt myself with delight.

 
Re: Collision Detection Rewrites
so... sorry to ask, but has anyone succeded on mixing this with VA shadows and shinies?

 

Offline The E

  • He's Ebeneezer Goode
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Re: Collision Detection Rewrites
Given that the last public shadows patch is quite old at this point, no.
If I'm just aching this can't go on
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There must be changes, miss to feel strong
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