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- can skinmesh have collision detection? And how?
Author Topic: can skinmesh have collision detection? And how? (Read 1044 times)
fourdee
Short answer = yes
long answer = lots of scripting, knowledge and 100 cups of coffee ready to go.
In my Tr0n setup, i only use one RB (the track), everything else is skinmeshed. To detect collisions, i use vectorlength results from the scanners and apply that to the moving object within a threshold.
My only reason for doing this was failure of the standard collision physics system built into 3d-rad. I could only achieve a speed 1.5 (150km/h ish) before collision failures occured. My new system allows for 6.5 speed without any issues.
You can effectively result the force of a collision by using the scan length results against timedelta.
If your willing to put the time in, scripting your own collision system for skinmeshs is possible. Customizing this system for your game will also be key to optimizing the performance.
Like Fourdee said, It's possible with a lot of scripting. It would be simpler to use a RigidBody and a SkinMesh.
Fourdee has my vote for the right answer here...
a lil scripting could be used to implement spherical collision responses by using distances to detect when objects are within a certain distance of each other...
reverse look at logic, along with using the velocity of the object could be used to implement the object reactions...
you may also be able to do some of this without any scripting using proximity and force objects...
--Mike
a lil scripting could be used to implement spherical collision responses by using distances to detect when objects are within a certain distance of each other...
reverse look at logic, along with using the velocity of the object could be used to implement the object reactions...
you may also be able to do some of this without any scripting using proximity and force objects...
--Mike
I'd say no.
Yeah, you can fake the effect by using a lot of script, but the meshes still don't really collide.
Just use a RigidBody and link the SkinMesh to it.
Yeah, you can fake the effect by using a lot of script, but the meshes still don't really collide.
Just use a RigidBody and link the SkinMesh to it.
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