Game Development Community

DTS collision Problem

by Yu Qingjun · in Torque Game Engine · 10/26/2006 (12:33 am) · 2 replies

I made a simple barrier with a proper convex coliision mesh in DTS format for test in Racing Starting Kit.
But it turned out that the default car totally ignored the barrier when collided with inclined collison mesh and in some directions worked well as expected (esp. when collied with vertical collison mesh).

It seems that DTS does not fit for accurate collision detection in Torque. But what if I want to made a F1-like match road which could not easily accomplish with TerrainEditor. I tried import 3ds model to 3D World Studio, but failed in exporting as Torque map. And 3DWS's modeling and texture mapping features are so >_< . Is there some tips to make better DTS collision mesh?

Any help appreciated.

#1
10/26/2006 (12:59 pm)
It sounds like your mesh wasn't actually convex.

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10389
#2
10/26/2006 (1:45 pm)
Weird (aka: not convex) collision meshes do work for player collisions and raycasts, which work per-triangle, but will not work properly for vehicles, which use convex-based collision.

I never looked deeply into it, but I assume there isn't really a convexity check when Torque tries to create convex hulls from the collision geometry. I assume the convex is created by feeding the planes (the polygons) into a convex, as they come form the source geometry, since a convex can be defined by a series of planes.