[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