Search found 11 matches
- Thu Jan 19, 2012 7:04 pm
- Forum: Questions and Help
- Topic: Large recontructable meshes.
- Replies: 7
- Views: 5377
Re: Large recontructable meshes.
i just wonder about some details about the ordinary terrain system, how does it work, does it check both sides of the heightpoint, how does it calculate the collision between the diffrent shapes. If its the simple collision of just checking the lowest point's height, Then can just smple calculate va...
- Thu Jan 19, 2012 11:10 am
- Forum: Questions and Help
- Topic: Large recontructable meshes.
- Replies: 7
- Views: 5377
Re: Large recontructable meshes.
Tilesystem.gif Its more of pillars of different heights stacked upon each other on a single tile, The triangles are kind of fixed models that are stretched when created along the height of the pillar. I really dont know a good algorithm for triangle generation atm, but its most likely to be a "...
- Wed Jan 18, 2012 10:24 pm
- Forum: Questions and Help
- Topic: Large recontructable meshes.
- Replies: 7
- Views: 5377
Re: Large recontructable meshes.
Jaga.png Well there are some point put out there for the thing. I see that there is quite alot there, I wonder, Could i just do some kind of multilayer terrain based on my terrain data, Like storing some k values in a grid? That would be alot better since it will reduse preformance alot and i dont ...
- Wed Jan 18, 2012 2:17 pm
- Forum: Questions and Help
- Topic: Large recontructable meshes.
- Replies: 7
- Views: 5377
Large recontructable meshes.
Okey, So i have made a chunk based mesh with diffrent amount of vertices. All of these meshes are made inside a quadtree,(Maybe octree), which has about 4 levels of depth. I've managed to set the locations of my ingame objects to switch node automatically and make it be able to collide. Since the me...
- Mon Oct 31, 2011 1:31 pm
- Forum: Questions and Help
- Topic: resizing objects while running
- Replies: 1
- Views: 2100
resizing objects while running
my addition to the physics where a object has a temprature, i made a object vaporize and create a sphere of gas that expands after a while. But i have a problem resizing objects, i know it will affect forces somehow but i dont really know how i should resize it without getting some problem with the ...
- Thu Oct 27, 2011 9:41 am
- Forum: Suggestions
- Topic: Slide Joint
- Replies: 1
- Views: 20494
Slide Joint
Lets say you have a bar:
#####=====================######
Where a joint can move things in between the "=" area.
Both a "Static joint" and a rotateable joint.
I dont know if its possible, but havent seen one in the examples yet XD
#####=====================######
Where a joint can move things in between the "=" area.
Both a "Static joint" and a rotateable joint.
I dont know if its possible, but havent seen one in the examples yet XD
- Wed Oct 26, 2011 9:08 pm
- Forum: Suggestions
- Topic: Destructable Meshes with patterns
- Replies: 5
- Views: 28221
Re: Destructable Meshes with patterns
Basically what i've tried in an own 2d physics engine i was trying to do, i had about 100000 objects in sleep which where stored in memory. But then i had a quadtree that stored a list of active objects that moved around, they only checked the areas arounds its own objects and redused the number of ...
- Wed Oct 26, 2011 8:06 pm
- Forum: Suggestions
- Topic: Destructable Meshes with patterns
- Replies: 5
- Views: 28221
Re: Destructable Meshes with patterns
Awesome ;D Im currently myself trying to integrate some kind of multilayer terrain in the system with liquid and gas objects, Trying to make a game where the entire worlds is interactive from air to water to ground. So im basically making my own periodic table somehow XD.Though i am editing some cod...
- Wed Oct 26, 2011 4:44 pm
- Forum: Suggestions
- Topic: Destructable Meshes with patterns
- Replies: 5
- Views: 28221
Destructable Meshes with patterns
This is a mere unthought concept but. Lets say you have certain "destruction patterns" Like wood breaks towards thier fibers, Why not make some polygon modifications laws for certain materials Lets say that the contact area or destruction area depends on a materials solidity and force of i...
- Wed Oct 26, 2011 4:19 pm
- Forum: Suggestions
- Topic: Material Struct -> create own substances.
- Replies: 1
- Views: 20082
Material Struct -> create own substances.
Lets say you make all shapes have a material param in thier contructor which makes them have predifined bounciness, friction, density and all personal information of a substance. Why not make some kind of material structor that reduses the line of code? And maybe make terrain have thier own material...
- Wed Oct 26, 2011 4:09 pm
- Forum: Questions and Help
- Topic: Constraints remove when involved entity is removed?
- Replies: 10
- Views: 5923
Re: Constraints remove when involved entity is removed?
Awesome! But cant you someway link all contraints and remove them with a destructor? it would be alot easier to deal with contraints then XD