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Switching bounding box to a bounding capsule


saindd

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If you use Bullet or PhysX that should support capsule I guess.


Torque Physics doesn't support capsule in any optimized manner. I guess you could create some convex collision mesh, but it's not gonna be as optimized as a "proper" capsule collider algorithm.

So if you are not satisfied with the bounding box, try using another convex collision mesh instead.

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If the bounding box is dropped, only the player class code has to be changed? Or is this a very deep feature of T3D?


Also, how can i set Bullet as the defacto-standard? Without any abstraction? I find Torque Physics very limiting. I can't work with joints, apply limits, use ragdolls or anything.

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I don't think there's a guide for bullet, but here's one for PhysX:

http://wiki.torque3d.org/coder:physx-setup

I'd guess it's sort of the same, just with Bullet.

And of course you can't get away with the abstraction layer code-wise, without manually removing it, but then again why would you do that? What's wrong with a physics-abstraction-layer?


Bullet should have joints and ragdolls and all that, it really sounds like you should've used Bullet all along.


Edit: Not 100% sure about ragdolls, you might have to write that yourself.. Someone was working on it for PhysX at least.

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There is a decent hitbox system already: http://www.garagegames.com/community/resource/view/6538/


You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain.


@LukasPJ, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics.

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There is a decent hitbox system already: http://www.garagegames.com/community/resource/view/6538/


You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain.


@LukasPJ, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics.

 

For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tree/player_hitboxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks.

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There is a decent hitbox system already: http://www.garagegames.com/community/resource/view/6538/


You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain.


@LukasPJ, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics.

 

For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tree/player_hitboxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks.

That's great! Any chance you'll resubmit a PR on it and get it into a future release?

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Are you familiar with the entity/component stuff I've been working on?


The E/C stuff has a redone collision scheme, making it way easier to set up collisions on stuff in whatever way the user wants.

Oohh, I was unaware. Dropping pursuit of that resource makes sense then if it would become obsolete soon.

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