Switching bounding box to a bounding capsule

Scripting questions, discussions, etc
  • 1
  • 2
13 posts Page 1 of 2
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Oct 28, 2015 9:43 pm
The bounding box behavior is terrible. Does the Torque Physics engine support capsule colliders?
LukasPJ
Site Admin
Posts: 357
Joined: Tue Feb 03, 2015 7:25 pm
 
by LukasPJ » Thu Oct 29, 2015 2:12 am
If you use Bullet or PhysX that should support capsule I guess.

Torque Physics doesn't support capsule in any optimized manner. I guess you could create some convex collision mesh, but it's not gonna be as optimized as a "proper" capsule collider algorithm.
So if you are not satisfied with the bounding box, try using another convex collision mesh instead.
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Thu Oct 29, 2015 2:25 am
If the bounding box is dropped, only the player class code has to be changed? Or is this a very deep feature of T3D?

Also, how can i set Bullet as the defacto-standard? Without any abstraction? I find Torque Physics very limiting. I can't work with joints, apply limits, use ragdolls or anything.
MilkywayM16
Posts: 38
Joined: Sat Oct 03, 2015 7:26 am
by MilkywayM16 » Thu Oct 29, 2015 3:41 am
What torque really needs is a proper hitbox system
LukasPJ
Site Admin
Posts: 357
Joined: Tue Feb 03, 2015 7:25 pm
 
by LukasPJ » Thu Oct 29, 2015 8:18 am
I don't think there's a guide for bullet, but here's one for PhysX:
http://wiki.torque3d.org/coder:physx-setup
I'd guess it's sort of the same, just with Bullet.
And of course you can't get away with the abstraction layer code-wise, without manually removing it, but then again why would you do that? What's wrong with a physics-abstraction-layer?

Bullet should have joints and ragdolls and all that, it really sounds like you should've used Bullet all along.

Edit: Not 100% sure about ragdolls, you might have to write that yourself.. Someone was working on it for PhysX at least.
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Thu Oct 29, 2015 12:52 pm
There is a decent hitbox system already: http://www.garagegames.com/community/re ... view/6538/

You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain.

@
User avatar
LukasPJ
, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics.
MilkywayM16
Posts: 38
Joined: Sat Oct 03, 2015 7:26 am
by MilkywayM16 » Thu Oct 29, 2015 2:25 pm
I actually had no idea about that resource, thanks for posting it. Something like that might be great to replace the default bounding box hit detection
Azaezel
Posts: 384
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Thu Oct 29, 2015 7:31 pm
saindd wrote:There is a decent hitbox system already: http://www.garagegames.com/community/re ... view/6538/

You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain.

@
User avatar
LukasPJ
, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics.


For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tre ... boxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks.
MilkywayM16
Posts: 38
Joined: Sat Oct 03, 2015 7:26 am
by MilkywayM16 » Wed Nov 04, 2015 9:29 pm
Azaezel wrote:
saindd wrote:There is a decent hitbox system already: http://www.garagegames.com/community/re ... view/6538/

You can pretty much have any hitbox structure you want. I prefer Valve's approach, which is pretty nice. My problems is with player movement and interaction with the physics world. A box is a terrible way to detect collisions with other meshes and the terrain.

@
User avatar
LukasPJ
, the abstraction layer does not allow me to call and interact with Bullet directly, therefore, i'm not able to fully use it's power. I guess i'll endup removing all the code for PhysX and the default Torque Physics.


For what it's worth, got a pop-in version https://github.com/Azaezel/Torque3D/tre ... boxes_rev2 forget why I pulled the PR on that... something about aftermarket animation or node tweaks.

That's great! Any chance you'll resubmit a PR on it and get it into a future release?
Azaezel
Posts: 384
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Wed Nov 04, 2015 9:41 pm
Probably not. it was after all intended to be a bridge step for the entity component phase. Won't be removing it from hosting though if folks wanna snag it and tinker.
  • 1
  • 2
13 posts Page 1 of 2

Who is online

Users browsing this forum: No registered users and 2 guests