[Tickets] [Orxonox] #420: Collisionshapes from Model - Autocollisionshapes

Orxonox trac at orxonox.net
Mon Feb 24 18:17:05 CET 2014


#420: Collisionshapes from Model - Autocollisionshapes
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 Reporter:  jo           |       Owner:  nobody                      
     Type:  PPS_project  |      Status:  new                         
 Priority:  normal       |   Milestone:  Version 0.3 Codename: Castor
Component:  Physics/ODE  |     Version:  0.1                         
 Severity:  normal       |    Keywords:  PPS                         
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Comment(by bknecht):

 Replying to [comment:1 zifloria]:
 > The Unreal Engine 3 / UDK way of handling collision shapes in modern
 games is to create a separate, simpler model in the modelling application
 and use that as a collision shape. This model needs to be made up of
 convex objects only. In UDK, this model can be autogenerated for simple
 objects.
 >
 > So there are two possible ways of addressing this problem in Orxonox:
 >
 > * Adding the ability to specify a model (with the above restrictions) as
 a collision model to Orxonox.
 >
 > * Creating an exporter for Blender that produces an already valid
 Orxonox collision model. (most likely easier)

 I see you address Blender plugins in your two recent ticket comments.

 I like it, but make sure that Ogre/Bullet can handle this the same way (or
 in a similar way) as UDK before you put any work into it.

-- 
Ticket URL: <www.orxonox.net/ticket/420#comment:2>
Orxonox <http://www.orxonox.net>
Orxonox Open Source game



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