Grom
11-03-2007 06:54:05
I understand the basic principle of rope is that it's a string of shapes connected with joints. To render such a thing, what would you do? Would you create a segmented cylinder with bones and basically skin the thing in realtime? Or would you destroy/generate the mesh each frame dynamically?
Also what bodies would you use? I'm leaning toward spheres actually, as they're the least costly one to calculate, but it means that the rope will be a string of beads so parts of the rendered mesh could potentially intersect other meshes. If you do it with capsule shapes, however, it won't ever really do that but I think it will look more jagged.
Furthermore, and this is a side question, but what is really the best method for "deactiviting" a body. By that I mean, if I need to hide a body from the rest of the physics simulation, but want to keep it handy (so i can "turn it back on" instantly at any time), how do I do so? Until now the best I've come up with is to move the thing to a distant location, and then put it back in place when needed. There must be a better way than that!
Also what bodies would you use? I'm leaning toward spheres actually, as they're the least costly one to calculate, but it means that the rope will be a string of beads so parts of the rendered mesh could potentially intersect other meshes. If you do it with capsule shapes, however, it won't ever really do that but I think it will look more jagged.
Furthermore, and this is a side question, but what is really the best method for "deactiviting" a body. By that I mean, if I need to hide a body from the rest of the physics simulation, but want to keep it handy (so i can "turn it back on" instantly at any time), how do I do so? Until now the best I've come up with is to move the thing to a distant location, and then put it back in place when needed. There must be a better way than that!