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3ds projectile, LOS collision box not working.

by Nic Biondi · in Technical Issues · 01/25/2004 (9:56 pm) · 8 replies

Player collision works but line-of-site(LOS) collision does not. I know that the collision box needs to be convex and i am confident that my schematic view is correct< setup just like my player collision box.

Just to make sure, if I have a box with a small box extruded out of it, that is convex right? I am almost certain that it has to be.

#1
01/26/2004 (9:12 am)
Do you mean soemthing like this?

____
|    |
|    |__
|       |
|     --
|    |
|    |
 ----

* That would not be considered convex - notice the concavities in the corners where the two boxes meet up
#2
01/26/2004 (11:58 am)
Yeah, something like that. If that is concave, then you must only be limited to a very small collection of collision shapes. For example, if I wanted to make a car collision shape:
__________
/ |__
|______________|

that would not work either. But I suppose the flexibility of the collision systems is not in question. I will try to modify my collision box. Thanx alot matt.
#3
01/26/2004 (12:02 pm)
Wow, my car example above turned out like *crap* ahha,

PS. My player collision box works fine and looks alot like matts diagram above.

Does the standard collision box(read: col-1, collision-1) need to be convex as well? Because if this is true, then I have to conclude that the LOS collision shape is not the problem.
#4
01/26/2004 (1:20 pm)
Convex is only somewhat limiting. You could break the above concave shape down into two different convexes:

____
|    |
|    |__
|    |  |
|    |--
|    |
|    |
 ----

For players and shapes you are limited to 9 convexes. I think that could be increased w/o much difficulty but it might rapidly effect your performance.
#5
01/26/2004 (11:57 pm)
Thats a good idea matt, I will probably do that(break up the collision boxes into multiple ereas). Thanx for the advice
#6
01/27/2004 (11:23 am)
That is why you are allowed Col-1 through Col-9, so you can have multi-part collision meshes.
#7
01/27/2004 (11:19 pm)
What is the performance hit to adding multiple collison meshes? Does the performance of a multiple-col-mesh model slow considerably compared to a model with only one comparably sized collision box?
#8
01/28/2004 (4:15 pm)
The total number of faces on all collision meshes are what you have to worry about, eg two 6-face cubes will be less processor intensive than one 18-sided cylinder. So if you have two 6-sided collision meshes, it will take twice as much processor time as a single 6 sided mesh.

At least that is my understanding.