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Crystal Space
Crystal Space Project Development
Development Discussion
CS's Collison
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Topic: CS's Collison (Read 5494 times)
Dune
Newbie
Posts: 3
CS's Collison
«
on:
January 05, 2006, 06:25:26 pm »
I was reading there are collision detection issues with CS especially the terrain. How does it work? Is it mesh based or can there be a type of raycasted collision installed?
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jorrit
Administrator
Hero Member
Posts: 1703
Re: CS's Collison
«
Reply #1 on:
January 05, 2006, 06:34:01 pm »
Quote from: Dune on January 05, 2006, 06:25:26 pm
I was reading there are collision detection issues with CS especially the terrain. How does it work? Is it mesh based or can there be a type of raycasted collision installed?
CS can do both.
Greetings,
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Dune
Newbie
Posts: 3
Re: CS's Collison
«
Reply #2 on:
January 05, 2006, 07:01:57 pm »
Great, Hi Jorrit I was just going to email. Yah, I was getting into this, collision from the source, but am none too experienced, but would like to help out as much as I can.
If there is a problem with the terrain collision or mesh can the rayt collision be used with that or how would that work?
Project looks very good by the way and Crystal Core is pretty exciting.
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Dune
Newbie
Posts: 3
Re: CS's Collison
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Reply #3 on:
January 05, 2006, 07:29:58 pm »
"We need to investigate alternative techniques so that we can directly tell our OPCODE plugin that we are dealing with a heightmap (through the terraformer system) and avoid the need to generate a big triangle mesh. This task involves finding out a proper API and interfaces to deal with this program since now CS uses iPolygonMesh to communicate to the CD plugin. Backwards compatibility also has to be ensured here."
Sounds like a camera hightmap collsion I studied from lingo a while back.
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