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Author Topic: Forest Track  (Read 771 times)

« Reply #15 on: May 27, 2014, 08:14:11 AM »
I just completely remade the cars rigidbody so that it will be more realistic when the car rolls.
I be trippin!
« Reply #16 on: May 27, 2014, 10:05:16 AM »
A car Rigidbody shouldn't be that complicated... that looks cool but is just a waste.
A car bodies collision model shouldn't have to be much more than a few boxes.
3D Rad: The best abandonware ever!
« Reply #17 on: May 28, 2014, 08:46:10 AM »
Hello dogtorque, it's true, so many boxes for a single object is not efficient, greetings - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #18 on: May 29, 2014, 05:42:40 AM »
well sorry but that's how I been doing it for a while now. lol  ;D
and look how complex the collision model is for the cars wheels!  :)
no sphere in the wheel model.

and look how complex the my muscle cars rigidbody is.

so yeah you do your stuff your way and I do mine my way.
« Last Edit: May 29, 2014, 05:46:04 AM by dogtorque »
I be trippin!
« Reply #19 on: May 29, 2014, 06:05:13 AM »
so yeah you do your stuff your way and I do mine my way.

Spanner, people take the time to give you advice about how to make your games run better on a wider variety of machines and this is how you respond??

« Reply #20 on: May 29, 2014, 06:37:34 AM »
Quote
so yeah you do your stuff your way and I do mine my way.

that's the spirit... ignore all the sensible and helpful critiques from others who might just have slightly more insight to what's going on than you do...

--Mike
« Reply #21 on: May 29, 2014, 07:36:10 AM »
Quote
so yeah you do your stuff your way and I do mine my way.

that's the spirit... ignore all the sensible and helpful critiques from others who might just have slightly more insight to what's going on than you do...

--Mike
well I do take in advice's but when it comes to my pcars I like to experiment with them.
« Last Edit: May 29, 2014, 07:38:23 AM by dogtorque »
I be trippin!
« Reply #22 on: May 29, 2014, 07:57:23 AM »
well D... lets just take a minute to see what H24 might've been talkin about...

first, the whole point of having the collision mesh is to provide a physics body for the engine to detect collision events... agreed...

now, with that in mind, would a simpler, squarer mesh provide the physics engine with basically the same opportunity to detect collision as the complex model...  all those little individual boxes... aren't they a lil bit overkill, i mean... seeing as nothing is gonna get in between the lil spaces in between them... right...

a simpler physics body means less work for the engine... right... especially when you add more than one car to the scene and have all of em linked to each other as well as the terrain (track)...

not to put words in his mouth, but i think that's the point he was trying to make...

something you might want to consider instead of dismissing it outright...

--Mike
« Reply #23 on: May 29, 2014, 09:17:47 AM »
Thanks for the explanation Mike, that's right, if from the beginning creates objects with many boxes, as you progress, the game will have lags, especially when run at startup - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #24 on: May 29, 2014, 01:48:01 PM »
well D... lets just take a minute to see what H24 might've been talkin about...

first, the whole point of having the collision mesh is to provide a physics body for the engine to detect collision events... agreed...

now, with that in mind, would a simpler, squarer mesh provide the physics engine with basically the same opportunity to detect collision as the complex model...  all those little individual boxes... aren't they a lil bit overkill, i mean... seeing as nothing is gonna get in between the lil spaces in between them... right...

a simpler physics body means less work for the engine... right... especially when you add more than one car to the scene and have all of em linked to each other as well as the terrain (track)...

not to put words in his mouth, but i think that's the point he was trying to make...

something you might want to consider instead of dismissing it outright...

--Mike
okay so you want me to revert it back to it's simpler collision model?
I can do that.
I be trippin!
« Reply #25 on: May 29, 2014, 02:08:22 PM »
Quote
okay so you want me to revert it back to it's simpler collision model?

hey, i don't want you to do it any way... it's your project, you should do it the way you want...

i'm just pointing out to you the fact that some of the suggestions you get on the forum might be worth considering before you discard em...  they might help your project...

that's all i'm sayin'

i'm nobody to be tellin anyone what to do or how theyshould do it...

--Mike

« Reply #26 on: May 31, 2014, 06:40:34 AM »
Quote
okay so you want me to revert it back to it's simpler collision model?

hey, i don't want you to do it any way... it's your project, you should do it the way you want...

i'm just pointing out to you the fact that some of the suggestions you get on the forum might be worth considering before you discard em...  they might help your project...

that's all i'm sayin'

i'm nobody to be tellin anyone what to do or how theyshould do it...

--Mike
okay thanks.
and I been doing some testing on the complex collision model and even though it is more awesome when the hits the ground at an angle and flips it does cause the fps to be a bit jumpy so I'm gonna revert back to the less complex collision model and see how that effects the fps.
« Last Edit: May 31, 2014, 06:42:18 AM by dogtorque »
I be trippin!
« Reply #27 on: May 31, 2014, 06:45:33 AM »
okay so I just tested the less complex model and it does improve the fps.
so thanks for setting me straight.
and I wondering if there is a script that I could put in the project that could lock the fps so it doesn't go over 30fps just so it won't be so jumpy?
but right now I'm editing the shader scripts for the plants into one script so I won't have to have so much script objects and to try and get more fps.
« Last Edit: May 31, 2014, 06:51:00 AM by dogtorque »
I be trippin!
« Reply #28 on: May 31, 2014, 10:10:11 AM »
ok done modifying the code for the trees.
now I need to figure out what shaders I should apply for the roads?
I would put in a softshadow shader but 3drad needs to uses the skinmesh's environment map and having the reflections refresh rate set to 30 or 60 would cause huge lag.
« Last Edit: June 01, 2014, 09:13:19 AM by dogtorque »
I be trippin!
« Reply #29 on: June 02, 2014, 06:17:24 AM »
Today I'm 17. lol  ;D
man I feel old!
I be trippin!
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