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Physics http://www.volumesoffun.com/phpBB3/viewtopic.php?f=2&t=95 |
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Author: | pheres [ Thu Dec 02, 2010 12:41 pm ] |
Post subject: | Physics |
I was trying to link the voxel world with Bullet Physics. My first approach was to load the extracted meshes to Bullet. This looks nice until I activate the physics on my character. It becomes so slow that I can't even move. I thought this would be a problem for bullet. Surely it doesn't test for collision with all meshes, right? I have a polyvox world of 256x256 with regions of 64x64. I tried to look in Thermite source code for the physics, since I read somewhere it was using bullet as well, but I wasn't able to find out anything. Just wondering if this is the right approach? (loading all the meshes into bullet world) Thanks |
Author: | pheres [ Thu Dec 02, 2010 5:44 pm ] |
Post subject: | Re: Physics |
I found the problem First the conclusion: It's better to have bigger meshes instead of many small ones. And my problem was that my character capsule was huge and lead to too many contact points. |
Author: | David Williams [ Thu Dec 02, 2010 8:03 pm ] |
Post subject: | Re: Physics |
Great, I'm glad you sorted it. Thermite3D did indeed use Bullet for physics (as seen in the physics tech demo) and it worked nicely... but I didn't need the physics since and it was getting in the way of refactoring the code, so it came out. I do intend to put it back in, but not in the immediate future. If you want to see what I was doing then you'll need the SVN revision from a couple of years ago. Let me know if you want it but can't find it. I should point out that a better approach may be to perform collision detection directly against the volume, but this is a lot more work and needs some research. I haven't looked into it. |
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