Posted: Sun Jan 15, 2006 9:52 am
What do you mean? That we can renforce the bsp collision using a StaticBody for example? That's a good idea. But it can works only with simple geometry. Or, alternatively, we can export the geometry from the editor (I see a pdf doc in last week in the forum about this) and make it a rigidbody, but the hull convexity must be respected in some way. How can the engine react, thinking about converting the most of a level in a set of Tokamak StaticBody?
Another idea is to change the collision detection method. How difficult is that? Looking close from us, there is the ODE trimesh for staticmesh implemented in RF. How difficult can be topass this collision information to Tokamak? And how much can this can slow down all the collision process?
I see (adamwaves.com) a tutorial to have trimesh collision on tokamak. Is it too difficult to implement? Also this will slow down the collision? I think no, because it reduces the collision information.
About using the Genesis collision on top of tokamak, it can be a good idea too, but we have to avoid the risk of making the car collision and friction useless, adding invisible body can be a trouble. I never thought before, but I use a pawn for the chassis (to have pawn script functionalities) and I never see the car chassis falling through the floor. The issue is only with wheels, that are only RigidBody. I'll try to use pawns also for the wheels and I'll see what happens. Really every frame the collision process are two (Tokamak + genesis)? Perhaps is this that slows down some procedures...
Another idea is to change the collision detection method. How difficult is that? Looking close from us, there is the ODE trimesh for staticmesh implemented in RF. How difficult can be topass this collision information to Tokamak? And how much can this can slow down all the collision process?
I see (adamwaves.com) a tutorial to have trimesh collision on tokamak. Is it too difficult to implement? Also this will slow down the collision? I think no, because it reduces the collision information.
About using the Genesis collision on top of tokamak, it can be a good idea too, but we have to avoid the risk of making the car collision and friction useless, adding invisible body can be a trouble. I never thought before, but I use a pawn for the chassis (to have pawn script functionalities) and I never see the car chassis falling through the floor. The issue is only with wheels, that are only RigidBody. I'll try to use pawns also for the wheels and I'll see what happens. Really every frame the collision process are two (Tokamak + genesis)? Perhaps is this that slows down some procedures...