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Physics shape incorrect dimensions

Physics shape incorrect dimensions

Postby SpiderMack » 25 Sep 2017, 19:51

When you add a physics rigidBody type Box, it is not calculated at it should be, there is some dimension bug.

(Like most 3D engines , we expect some correct dimensions to be generated, i think this will annoy users to have to manually tweak something that should be right)

Image

While convex works very well
Image


It looks like "convex" is the only way to get correct dimensions and works for cubes and cylinders perfectly also.
Image

I have some questions :
1 ) Perhaps removing box from the Physics menu ?
2) Bring new cylinder type with parameter for number of faces we want tyo optimize physics ?
3) Allow users to choose their own collision mesh ? Or use collision mesh included in the model FBX file ?
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Re: Physics shape incorrect dimensions

Postby SolarPortal » 25 Sep 2017, 20:10

sadly, the box is based on the pivot point, so if the pivot is in the floor, then the box will be half covering the object which you then have to alter this by the static offset property. But sadly, it does not work well for dynamics.

We have been thinking recently about this ourselves and how we can get around it without taking it out as its a very simple and fast physics shape to generate compared to the triangles being crunched to create a simple convex volume.
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Re: Physics shape incorrect dimensions

Postby SpiderMack » 26 Sep 2017, 10:18

Why not allow users to specify their own collision mesh inside FBX.

1) in modeler :
For example the 3D scene in modeler contains :
- main models : tower + walls
- concave collision models for each model : collision1, collision2, collision3 ...
Skyline will import FBX model and set each model named "collision" as a collision mesh in the engine that will not be considered as mesh to display, while other models will be imported as regular meshes to display.

2) with some option in collision panel where users can choose a 3D model shape that will be used as the mesh collider, instead of using the actual high res mesh
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Re: Physics shape incorrect dimensions

Postby SolarPortal » 26 Sep 2017, 10:25

1) in modeler :
For example the 3D scene in modeler contains :
- main models : tower + walls
- concave collision models for each model : collision1, collision2, collision3 ...
Skyline will import FBX model and set each model named "collision" as a collision mesh in the engine that will not be considered as mesh to display, while other models will be imported as regular meshes to display.

Already planned ;) But wait til after release.. all these cool requests can be implemented after release... we are just focusing on what we have so far :)

2) with some option in collision panel where users can choose a 3D model shape that will be used as the mesh collider, instead of using the actual high res mesh

Also planned lol :P
Skyline Game Engine - Lead Dev.
Please provide as much info as possible when asking for help.


Specs: OS: Win 10 64bit, CPU: Intel i7 4770 3.4ghz x 4 core(8 threads), GPU: Nvidia GTX 1060 6GB, Ram: 16gig DDR3, Windows on 250gb Samsung Evo 860

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