Hi everybody!
For some time i have been developing a homebrew shoot'em-up which i started during my Master degree studies, five years ago. Recently i decided to update all the code from scratch...
Part of the game development involves the use of a custom collision algorithm to "walk over the surface of meshes" using a custom point on triangle algorithm. On the first version some professor gave some assistant and much code for this collision system (using opcode collision) and i applied the rest of the custom physics algorithm for the game... The results are very much alike to the Mario galaxy Wii game, what i mean is that the ship is able to navigate exclusively over the faces of a triangle mesh... Check the Win32 old demo at http://sourceforge.net/projects/uthreed/
After reading the docs and playing with some demos, i think that a will need to implement some Action interface/raycast vehicle with my custom custom collision/physics (sphere-mesh broad detection and point on plane narrowdetection)...
Any suggestion will be appreciated,
Regards and sorry for weird english,
@B^)>
Porting custom surface collisio/physics to bullet
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- Posts: 3
- Joined: Mon Jul 27, 2009 10:19 am
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- Posts: 3
- Joined: Mon Jul 27, 2009 10:19 am
Re: Porting custom surface collisio/physics to bullet
Hi again!
Just for my records... Finally I managed to implement the system and it wasnt easy... My solution includes a custom character controller with a ghost object and a modified collision algorithm for point/triangle detection... However i realized i need some tweaking to adjust to the size of triangles and meshes but i think i will worry later about it...
Now i would like to implement another character controller to control a plane/spaceship and also check for collisions and dynamics for this object with the dynamic world, i wouldnt like to complicate things much, but apart from the vehicle controller i couldnt find any demo related to it... Ill check the forums, but if anybody could provide some guidelines i would appreciatte very much...
Regards
@B^)>
Just for my records... Finally I managed to implement the system and it wasnt easy... My solution includes a custom character controller with a ghost object and a modified collision algorithm for point/triangle detection... However i realized i need some tweaking to adjust to the size of triangles and meshes but i think i will worry later about it...
Now i would like to implement another character controller to control a plane/spaceship and also check for collisions and dynamics for this object with the dynamic world, i wouldnt like to complicate things much, but apart from the vehicle controller i couldnt find any demo related to it... Ill check the forums, but if anybody could provide some guidelines i would appreciatte very much...
Regards
@B^)>