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

Orxonox trac at orxonox.net
Mon Feb 24 19:27:18 CET 2014


#420: Collisionshapes from Model - Autocollisionshapes
-------------------------+--------------------------------------------------
 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                         
-------------------------+--------------------------------------------------

Comment(by zifloria):

 Replying to [comment:2 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.

 Looks good:
 [http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Shapes
 bullet wiki].
 However I don't know if all of bullet is implemented in Orxonox, but
 bullet can definitely handle it.

-- 
Ticket URL: <www.orxonox.net/ticket/420#comment:3>
Orxonox <http://www.orxonox.net>
Orxonox Open Source game



More information about the Tickets mailing list