Does Torque 3D uses PhysX's or engine's inner raycasting?
by Zealander · in Torque 3D Beginner · 10/13/2009 (11:15 am) · 2 replies
Hi all.
I know for Ogre, for instance, it is big performance hit to cast more then 100 rays simultaneously.
I used PhysX for all units modelling ( total amount more then 500) and raycasting (for visibility) and it works good enough.
So it is my question:
Does Torque 3D uses PhysX's or engine's inner raycasting.
Thanks for any help.
I know for Ogre, for instance, it is big performance hit to cast more then 100 rays simultaneously.
I used PhysX for all units modelling ( total amount more then 500) and raycasting (for visibility) and it works good enough.
So it is my question:
Does Torque 3D uses PhysX's or engine's inner raycasting.
Thanks for any help.
#2
Currently all ray casting and SceneObject collision queries are driven by the stock T3D collision system.
In the future this could change.
10/13/2009 (6:05 pm)
This is correct.Currently all ray casting and SceneObject collision queries are driven by the stock T3D collision system.
In the future this could change.
Torque 3D Owner FuzzYspo0N
There is a castRay function in the physics world, which you can use if you wanted.
Hope this helps :)