3D Rad - Free 3D game maker - Forum

This forum is now archived!

This forum is locked, and is a read-only version. A new community-ran forum can be found at classdev.net

News:

The 3DRad community can be found at classdev.net.

Pages: 1 [2]

Author Topic: Yet another Collision problem.....HELP  (Read 1457 times)

« Reply #15 on: April 28, 2010, 12:18:12 AM »
i just set up scene as you described useing the default platform100 and a cube I made 5x5x5, lined up with the default. useing the fps camera. and useing the default "50" collision map resolution it crashed on contact. when I set resolution to 5 for this object it was fine and collisions worked properly. the resolution is usually the average size of the triangles that make up your collision models. I usually use setting between 1.17 and 5.17.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #16 on: April 28, 2010, 02:20:28 AM »
Please try removing the base (floor) of your house.

Collision detection models do not have to be closed hulls (but see edge consideration in the official modeling tutorial, RIGID-BODY MODELING REMARKS section).

Aligned surfaces (the floor and the flat ground in your case) create a configuration which is not recommended (see tutorial above, at 2., RIGID-BODY MODELING REMARKS section) because it confuses the collision detection system and may cause missed collisions and crashes.
« Reply #17 on: April 28, 2010, 09:46:01 AM »
Cheers guys, sounds like I'll be able to figure the rest out.
« Reply #18 on: April 28, 2010, 02:24:02 PM »
Can you upload the meshes for reference?
Have you checked the polygonal collision meshes for degenerated triangles?
« Reply #19 on: April 28, 2010, 10:33:25 PM »
The one I was on about was just a simple 4m x 7m cube, 6 faces in 3ds max.
Pages: 1 [2]