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Collision for animated meshes!

j9907
Registered User
Quote
2018-11-28 23:51:52

I couldn't stand how my player could walk right through the characters who stand in single spots (well, I plan on making them walk around a path, but that's gonna take some trickery!) so I generated a cylinder and scaled it to fit the character's proportions, and then I went into the Irrlicht / IrrEdit properties for the cylinder and set the material type to "normalmap solid". This made it invisible! This does a great job for this purpose!


srfstudio
Registered User
Quote
2018-11-29 19:33:04

It sounds good but why didn't you just use 100% transparent png with 'Transparent (alpha channel)' mode? I'm not sure but normalmap setting could be heavier on fps than just transparency. Or maybe it's not, I'm not sure.


j9907
Registered User
Quote
2018-11-29 19:48:19

Oh jeez. Good idea :) LOL How I didn't think of that is beyond me... You're right. It very well may be less efficient than a simple alpha channel.


srfstudio
Registered User
Quote
2018-11-29 20:44:32

////////////////////// Not important

Be careful with transparency in CC, my pillars in a level had 3 objects inside each other with semi-transparent textures, it looked great but it lowered my fps in WebGL by almost 20fps :( The number of pillars, however, was a bit high, there was about 10 pillars per room, and they were in line with one another (being room-supporting pillars :).

So it was somewhat understandable considering that in some cases view had to be rendered through about 5-6 pillars (so 15-18 layers of semi-transparent objects).

But even with just one semi-transparent object per pillar the framerate was affected.

////////////////////// Not important

...I just realized that your objects are going to be 100% transparent which makes them invisible (not-rendered) & my writing not-relevant in this case


j9907
Registered User
Quote
2018-12-01 18:13:12

I just found a bug with this option (solid normal map) : If the platform is WebGL, OpenGL, or Mac, it won't work at all. It shows the cylinder / collision meshes.


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