redhead
10-08-2009 11:34:41
Hi,
I'm about to implement AI to our game engine, I'm trying to create polygon soup mentioned in this thread:
https://www.ogre3d.org/forums/viewtopic.php?f=11&t=42747&sid=3586d89d94d9408cc7abbd8b3b1b299c&start=25
What I am doing is I create Tree-Collision bodies from static objects in the scene and than I just check if some place is walkable. The check is done by standard (M)ogreNewt collision using ContactCallback. Seems to work good until some irregularities come up. Sometimes it ignores a collision (meaning ContactCallback is not called, but there is an obvious contact that can be seen). (using newton 1.5x)
Pictures will tell more. I have created very simple room, just to make sure the problem is not caused by my level mesh. By it does it anyway:
[attachment=1]room1.png[/attachment]
[attachment=0]room2.png[/attachment]
In my level scene I mention, it sometimes goes through the wall,
in this scene collision fails on the cylinder at the bottom, but just in some places as you can see - it makes a collision cube somewhere, somewhere not
And the other is a box at the top left corner (box is extruded from the sidewall, few units above the floor) and again it is partial, collision cubes are made inside the box and on its side there are not.
Just to provide more info: using Mogre and MogreNewt (Newton v1.5x), treecollision is not optimised (passing false to the TreeCollision constructors last param). I even tried to play with polygon count, I made small complex obstacles with 200 polys, and even then it came through. While playing collision with player (ellipsoid) is OK.
Does anyone know what causes this??
Thanks for any help
I'm about to implement AI to our game engine, I'm trying to create polygon soup mentioned in this thread:
https://www.ogre3d.org/forums/viewtopic.php?f=11&t=42747&sid=3586d89d94d9408cc7abbd8b3b1b299c&start=25
What I am doing is I create Tree-Collision bodies from static objects in the scene and than I just check if some place is walkable. The check is done by standard (M)ogreNewt collision using ContactCallback. Seems to work good until some irregularities come up. Sometimes it ignores a collision (meaning ContactCallback is not called, but there is an obvious contact that can be seen). (using newton 1.5x)
Pictures will tell more. I have created very simple room, just to make sure the problem is not caused by my level mesh. By it does it anyway:
[attachment=1]room1.png[/attachment]
[attachment=0]room2.png[/attachment]
In my level scene I mention, it sometimes goes through the wall,
in this scene collision fails on the cylinder at the bottom, but just in some places as you can see - it makes a collision cube somewhere, somewhere not
And the other is a box at the top left corner (box is extruded from the sidewall, few units above the floor) and again it is partial, collision cubes are made inside the box and on its side there are not.
Just to provide more info: using Mogre and MogreNewt (Newton v1.5x), treecollision is not optimised (passing false to the TreeCollision constructors last param). I even tried to play with polygon count, I made small complex obstacles with 200 polys, and even then it came through. While playing collision with player (ellipsoid) is OK.
Does anyone know what causes this??
Thanks for any help