Posted it on the irrlicht forums
http://irrlicht.sourceforge.net/forum/v ... =3&t=49152and didn't get any replies so I'm trying here.
This is in general a software design question and not me asking for help implementing it (although that would be nice)
Anyway, I read around these forums before asking (as not to seem rude) but didn't find anything conclusive, I do take the liberty to quote the relevant parts though
Quote:
-Export the generated mesh (vertices + indices) and feed it to a meshbuffer so bullet generates a shape
Quote:
- Create a 'surface extractor' which generates a list of cubes instead of a index/vertex buffer. These cubes should be combined into larger cuboids where possible. Similar to you first suggestion, except it would be done inside PolyVox rather than combining in Bullet. This code was posted to the forums and could be a starting point.
- Extend Bullet with a volume primitive in addition to its existing heightmap primitive. No idea how to do this, but in principle it could bypass the mesh completly and just do the collision checks against the volume data.
So, my question (read the irrlicht thread too as it has some other questions I have yet to answer) is pretty much which one of those would be the most effective and/or the fastest, in an ideal scenario I would like to convert the mesh as few times as possible, the relevant libraries which will deal with the mesh are (Obviously) Polyvox, Irrlicht and Bullet, if I have to do a conversion I know that Bullet -> Irrlicht is possible and fast, I do not know whether polyvox -> bullet is fast or other similar conversions.
Another question that occurred to me was that I was wondering if voxels have a "health" value (For what I need the cubic voxels need to have the capability of retaining any damage sustained)