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 Post subject: Physics
PostPosted: Thu Dec 02, 2010 12:41 pm 

Joined: Fri Nov 19, 2010 5:36 pm
Posts: 2
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


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 Post subject: Re: Physics
PostPosted: Thu Dec 02, 2010 5:44 pm 

Joined: Fri Nov 19, 2010 5:36 pm
Posts: 2
I found the problem :oops:

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. :oops:


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 Post subject: Re: Physics
PostPosted: Thu Dec 02, 2010 8:03 pm 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
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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