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collision types

by jeepee · in Torque 3D Professional · 07/23/2009 (1:23 am) · 3 replies

Hello everyone

Can someone help me explain the 3 collision types? i have a general idea, but i can't seem to find any information on them.

What is the difference between: bounds, collision mesh and visible mesh?

And how is the collision created? Does T3D just copy the poly's for the collision or does it creat boxes?

And finally: what is the best way to create the collision? aiming at optimal performance?

thanks in advance.

#1
07/23/2009 (1:43 am)
I've been doing some testing and i guessed that:

bounds: the bounding box is the collision here.
collision mesh: i guess that i need to create a mesh here.
visible mesh: the poly's are doubled here and transformed to a collision mesh.

I don't know if this is correct, but if it is i guess i want to focus on the second method.

But how do i create a collision mesh? i worked with the unreal engine and there i had to rename the mesh to a certain standard. Is it the same here? or should i do it like i did with .dts? i tried that one, but maybe i did something wrong?

Forgot to mention i stepped from .dts to Collada. I switched to maya 2009 and thought it was a good time to do some collada testing.

greetings
#2
07/23/2009 (3:15 am)
Making a collision mesh is quite simple.
You can use a box or cylendar named Collision-1
#3
07/23/2009 (5:04 am)
i cannot believe i couldn't find that anywhere...

Thank you for the reply. I tried it and it works.