Search found 4 matches

by Bombshell93
Mon Jan 09, 2012 8:48 pm
Forum: Questions and Help
Topic: how to approach 1600 non-dynamic boxes?
Replies: 6
Views: 4691

Re: how to approach 1600 non-dynamic boxes?

it would need to be off by a long long way. I looked at the positions (with Position update mode set to continuous for the sake of debugging) and the players position is updated to the bounding boxes position each frame. The floor definitely doesn't move, covering from 0,0,0 to 384,384,0. The player...
by Bombshell93
Mon Jan 09, 2012 7:41 pm
Forum: Questions and Help
Topic: how to approach 1600 non-dynamic boxes?
Replies: 6
Views: 4691

Re: how to approach 1600 non-dynamic boxes?

thanks the compound mesh should be perfect :) EDIT: *for one thing forgot to post so this isn't really an edit* I've rigged everything up... I think. the game is updating, bepu is applying gravity. But when the dynamic object PlayerClass hits the kinematic compoundmesh it just passes through. This i...
by Bombshell93
Mon Jan 09, 2012 1:55 pm
Forum: Questions and Help
Topic: how to approach 1600 non-dynamic boxes?
Replies: 6
Views: 4691

Re: how to approach 1600 non-dynamic boxes?

Collisions won't be checked in the level editor and when in-game the won't be changed, any objects intended to move, disappear, activate, etc. etc. will be objects in their own right rather than world blocks. So when saving the level a new mesh could be generated with a UV and MatID map. (the scale ...
by Bombshell93
Mon Jan 09, 2012 12:45 pm
Forum: Questions and Help
Topic: how to approach 1600 non-dynamic boxes?
Replies: 6
Views: 4691

how to approach 1600 non-dynamic boxes?

Okay the count will be much higher than this when full maps are made. the maps are 128 x 128 x 128 blocks, slopes, spikes, etc. Their in this format for easy map creation for users of my game. atm the first obstacle is 1600 static cubes as the floor. I need to cull most of them in some way from coll...