How would you supply a large terrain the the physics engine? The terrain is a custom built model. I've got space partitioning algorithms in place for culling and rendering but I'm not sure how the physics engine needs the terrain. As one large mesh? The mesh broken apart into static chunks?
I'm not currently doing any terrain deformation so static mesh terrain is an option for me.
Thanks,
Webby
How to supply terrain
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- Posts: 13
- Joined: Tue Jul 08, 2008 6:06 am
Re: How to supply terrain
Hello Webby-
Take a look at the TerrainDemo in the demos directory. You'll see a few examples of supplying heightfields.
Heightfields can be dynamic so long as you specify the bounding box correctly. That is, all polygons for the heightfield should be in the bounding box.
I've had good luck with fairly large heightfield data sets using Bullet for physics and libmini for rendering.
Good luck-
-Thomas
Take a look at the TerrainDemo in the demos directory. You'll see a few examples of supplying heightfields.
Heightfields can be dynamic so long as you specify the bounding box correctly. That is, all polygons for the heightfield should be in the bounding box.
I've had good luck with fairly large heightfield data sets using Bullet for physics and libmini for rendering.
Good luck-
-Thomas
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- Posts: 2
- Joined: Fri Jul 31, 2009 2:25 pm
Re: How to supply terrain
Thanks, I will take a look at the demos now.
Sorry for the delay in my response. It's been a busy week.
--Webby
Sorry for the delay in my response. It's been a busy week.
--Webby