ConvexHull out of s3dModell

ConvexHull out of s3dModell

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

ConvexHull out of s3dModell

Post by PicassoCT »

Code: Select all

		case: ColType::CONVEX_HULL
		{
			gpuObject->m_collidableIdx = m_data->m_np->registerConvexHullShape(const float* vertices, 
																					int strideInBytes, 
																					int numVertices, 
																					const float* scaling);
		}
Most ideal approach ?

Walk over pieces, add vertices into one giant array?
Does this allready exist?
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Re: ConvexHull out of s3dModell

Post by hokomoko »

1) No need for an array, there are algorithms for finding a convex hull.
2) Since units move and change, I'm not sure that it's relevant for spring. We may be better off using simpler collision volumes.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: ConvexHull out of s3dModell

Post by PicassoCT »

1) The function i use this on, is one of those ready-made simple functions to calculate the convex hull.
2) Its not for the units. But for static complex objects like cliffs or features this might be good.
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: ConvexHull out of s3dModell

Post by Anarchid »

However, the game developer being able to specify a collision mesh would be nice.
Post Reply

Return to “Game Development”