B3D00
what did you mean by bounds-box because in the game engine i changed both types to complex-hull-protype and it just goes right through.
Thanks for the links to python.
the problem is your shape, it isnt convex (convex hull polyotype?)
make multiple objects out of convex shapes and parent them together to build your concave shape, and enable “compound” next to the bounds options on the parents
same with the bottle, think of what the bounds will look like here, the neck of the bottle will be as wide as the cap so that the bounds will be convex
again, just use multiple objects so that you can make it concave
Originally posted by mack:
make multiple objects out of convex shapes and parent them together to build your concave shape, and enable “compound” next to the bounds options on the parents
What effect would that have on machine requirements and framerate?
I’ve notice that one can drop from 60 fps to 2 fps rather quickly, if not careful.
Convex-compound bounds drastically lowers the framerate. I’d use 4 different squares to detect collision. It has almost the same effect, but isn’t a framerate whore.
Here’s two ways of getting a somewhat similar effect.
The weapon on the right has a convex polytope (non-compound)
however the weapon on the left is four squares with bounding boxes joined together to “mimic” a convex polytope bound.
Personally I prefer mine. I think it’s more “correct” because the polytope bounds has a bad problem with either “jittering” or randomly stopping physic calculations.