Pre polygon and pre bone collision checks (fbx).
Posted: Wed Jul 10, 2013 9:20 am
Hi!
We are making a simple game in XNA 4.0 akin to Castle Crashers but in 3d. We are now trying to implement collision detection but the built-in XNA instruments (sphere and box) are insufficient. What we need is a per-polygon collision checks for static objects and per-bone checks for skeletally-animated ones. We are going to use orthogonal projection in our game and the problem with it is that it does not react to screen resolution properly. We have to scale all the objects in the world to make sure they appear on the screen correctly. That messes up game logic quite badly. So I thought it would be better if our artists would pack the models they create with another MeshPart that will be used for collision detection, then it will get scaled and moved/oriented with the model automatically and we will simply occlude it when drawing things. The bone system gets scaled ok so I guess all we need for the skeletal models would be a system of spheres, created for each bone to check collisions against.
My questions are:
- does the library support per-polygon collision checks? If yes would I be able to simply pass two MeshParts to the library and get true/false answer if they collided?
- what solution does the library have for skeletally-animated models, that remain in their t-pose all the time at the cpu level, while only their shapeless skeleton gets animated?
- would it be an overkill to use the library for a simple game like Castle Crushers, that would only require per-polygon collision checks and, most likely, no gravity/ragdoll/bullet physics?
Thanks.
We are making a simple game in XNA 4.0 akin to Castle Crashers but in 3d. We are now trying to implement collision detection but the built-in XNA instruments (sphere and box) are insufficient. What we need is a per-polygon collision checks for static objects and per-bone checks for skeletally-animated ones. We are going to use orthogonal projection in our game and the problem with it is that it does not react to screen resolution properly. We have to scale all the objects in the world to make sure they appear on the screen correctly. That messes up game logic quite badly. So I thought it would be better if our artists would pack the models they create with another MeshPart that will be used for collision detection, then it will get scaled and moved/oriented with the model automatically and we will simply occlude it when drawing things. The bone system gets scaled ok so I guess all we need for the skeletal models would be a system of spheres, created for each bone to check collisions against.
My questions are:
- does the library support per-polygon collision checks? If yes would I be able to simply pass two MeshParts to the library and get true/false answer if they collided?
- what solution does the library have for skeletally-animated models, that remain in their t-pose all the time at the cpu level, while only their shapeless skeleton gets animated?
- would it be an overkill to use the library for a simple game like Castle Crushers, that would only require per-polygon collision checks and, most likely, no gravity/ragdoll/bullet physics?
Thanks.