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]

Author Topic: In physX, more polygons equals better sim  (Read 1127 times)

PsychoWeasel9

« on: January 13, 2011, 07:19:57 PM »
I had lots of trouble the last few days with physX.  When I had a door blow off its hinges in the game I'm working on now, it sank through the floor.  What I discovered is that in PhysX, if you use multiple box bodies instead of just one, the collsions are more reliable
The top one is the effect I wanted, but which had collision errors.  The bottom image is the revised version, which is much more stable
Hope that helped someone. (then again, I may just be an idiot for not knowing this before)
« Reply #1 on: January 14, 2011, 09:43:31 PM »
I discovered this a long time ago when I started makng cars in sketchup. I tested one large plain rb and tossed boulders at it sometimes one bounced off but most went streght through, so to sovle it I had lots of little 1-1m boxes to simulate spheres.
I'm never here and if I am I will try and say something...
Sorry tramkp888 I kind of forgot you back in July
« Reply #2 on: January 19, 2011, 07:19:11 PM »
I also had the same problem...luckily I noticed right away..!!
« Last Edit: January 19, 2011, 07:20:43 PM by GLID3R80 »
« Reply #3 on: January 19, 2011, 11:00:56 PM »
You, guys, are pioneers in 3DRad physX. And they, as a rule, have lots of trouble.
Thanks for sharing tips !  :)
« Last Edit: January 19, 2011, 11:04:46 PM by Alec »
Pages: [1]