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Author
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Topic: Which LOD detects collision?
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mposis Pilot
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posted 08-10- 11:31 AM
Is it the LOD with the smallest switchin distance or is it the first LOD in the list?I think this was discussed before but I forgot. IP: Logged |
Sv Pilot
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posted 08-10- 11:50 AM
The highest detail LOD.------------------ -Sv =FC= WWI in SDOE!
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mposis Pilot
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posted 08-10- 12:52 PM
Sv,Thanks. I thought I would be able to make a lower polygon count LOD just for hit detection. I will just use obNoCollide as much as possible. I guess I can use 2 LODs. One hidden(low poly for collison)and a visible LOD with obNoCollide. By the way, does object with this property detect collision? obProto 'CDial [This message has been edited by mposis (edited 08-10-2000).] [This message has been edited by mposis (edited 08-10-2000).] IP: Logged |
Sv Pilot
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posted 08-10- 01:25 PM
I do believe that any LOD without obNoCollide will detect collisions, but maybe there are some common sense cut offs. I don't know I guess  The way I understand it is that only obBodyPt kind of points detect collisions with polys in the world. A bullet just acts like a moving obBdyPt looking for a poly to hit. The aircraft uses its obBdyPts to detect collisions with ground or other aircraft polys. So what you want to limit is obBodyPts, not the polys that detect collision. So OpenPlane must always be checking all of the obBdyPt's for collisions with any poly in the world. This means all of the bullets and object obBdyPt x,y,c coords are checked for poly collisions. The exceptions, of course, are the polys belonging to objects that have an obNoCollide prop list. obHidden objects DO detect collisions, so I guess you could create hidden low poly collision boxes and then obNoCollide the high poly model itslef. Do you really think that the collision detection is slowing you up, or are you creating something special? One of OpenPlane's bragging rights was per-poly collision detection... ------------------ -Sv =FC= WWI in SDOE!
[This message has been edited by Sv (edited 08-10-2000).] IP: Logged |
mposis Pilot
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posted 08-10- 01:46 PM
Sv,Bullet collisions are detected by polygons not obBodyPts. You can see this clearly when you shoot the Zuikaku carrier. The carrier doesn't have any obBodyPt at all. IP: Logged |
Laika 801 Pilot
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posted 08-11- 07:26 PM
I dont know if this helps - you could add "simple" detection lods with a switchin of 0.1 or so. I did my (heh - the Pe-2 engines of course) this way, you will never see the lods in game, but their not obHidden and still the "highest" detail lod (with the lowest switchin).Ha LK !
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mposis Pilot
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posted 08-11- 09:26 PM
I will do the same thing. Thanks.IP: Logged |
Sv Pilot
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posted 08-11- 09:57 PM
mposis,You misunderstand me, The bullets detect the collisions, not the polys. Two polys can never collide. obBdyPts and bullets collide only with polys. Does this make sense? This means that OpenPlane does not check every poly for collisions, rather it checks overy obBdyPt and evey bullet for collisions with any polys. The bullets hit the deck because the game checks the bullet for collisions and finds one with the ship's deck. NO matter how many polys the ship has, the game engine is only checking that one bullet. Now if there are more polys in the world maybe this takes longer, I'm not sure if the bullet only checks for collisions with polys that are near to it or something. So everytime you add an obBdyPt to the game, the engine has to check that point each frame for collisions, this is the expensive part. At least that is how I think it works... -Sv IP: Logged |
mposis Pilot
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posted 08-12- 08:51 AM
Sv,Thanks for clearing it up. IP: Logged |