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Prefered mesh for collisions
#1
Hi,
say I have a wall in a room shaped like letter E (from top viewport).
Is it better to draw it with a spline and extrude (or any other way of modelling it as a single mesh) or build it from 4 separate box primitives (I'm guessing they should be largely overlapping).
Which of these ways will be optimal for calculating Fume collisions against - is the algorithm optimized for boxes and spheres like some physics engines or is it irrelevant?

Also in this situation, how many polygons should the mesh have - do we do it hires so that each polygon is in the ballpark of a single voxel of the FFX domain, or is it better to leave it fairly low res with a single box-wall consisting of let's say 24 polys?

Asking here because there are a lot of theories about it online and I figured who knows the FFX innerworkings better than the developers, right? Wink
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#2
Hello Filip,

In that particular case, having 4 separate boxes has advantage over having only one is in memory savings. If the memory is limiting factor, it might be worth it. If not, then there is no need for doing so.
As for the number of faces, I would say that lower count would result in faster voxelization, but didn't perform any performance measurement in that regards so cannot say for sure. Other than that it's all the same.

I hope this helps.

Regards,
Kresimir Tkalcec
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