Hey all. So I've been digging around the internet trying to learn how to correctly implement collision detection on models for my project. Basically, I'm doing some modeling of complex geometries (structures and what not) that are too detailed for simple bounding box collisions, and also too detailed to be built as BSP models. So for instance, let's say I'm making a large rock of a thousand vertices are so, with lots of angular detail and what not. I want the player to contact this rock based on it's triangle mesh shape, as it's not a perfect square so a bounding box just won't do. It should also stop traceline functions on any triangle of the mesh. Is this possible with DP/FTE? I'm sure it is after seeing some of the projects being made with these engines, such as golden_boy's game before he switched engines.
It looks like ODE physics may be the solution. There's not a lot of documentation on how to do this, or I simply haven't found it yet. Within the ODE physics section of dpextensions.qc I've found:
Is this property defining collision as the mesh of the rendered model by the engine? Am I on the right track here? I've got some learning to do, any advice is greatly appreciated.
It looks like ODE physics may be the solution. There's not a lot of documentation on how to do this, or I simply haven't found it yet. Within the ODE physics section of dpextensions.qc I've found:
const float SOLID_PHYSICS_TRIMESH = 35;
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