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Re: The 3DGS collision system is AWFUL.
[Re: painkiller]
#365874
03/29/11 20:15
03/29/11 20:15
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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I actually think that it is common to use a physics engine and optimized collision geometry for everything. Especially for bigger productions than hobby projects.Well even iphone games for example made with Unity uses Physics and even some great RPG adventure semi open world runs great with it So well , no problem for Hobbyst projects even on small systems as Iphone. For PC , it have lot of power to really handle physics without problems, even on low PC. Even old AAA games used Physics. So yes, for my part if i can have primitives, world, Ray trace made with Nvidia Physics i'll do it ! Well just my opinion ! For
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Re: The 3DGS collision system is AWFUL.
[Re: Oxy]
#365915
03/30/11 09:28
03/30/11 09:28
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Joined: Apr 2008
Posts: 2,488
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For simple games for simple puzzle, adventure games for lambda user i odn't think they expect great physics and A8 system is sufficient in this case. FPS for example games are not for really lambda people , but more for people that like FPS games and lot of time, paly today FPS games. SO in that case no problem with Physix install ! Even some AAA RPG ask to install additionnal package like Physix and others. In fact it really depends on your game type and the type of people you target to use or not Physix. If really casual , not core gamer, well you can avoid i'm sure Physix caus they don't exepect accurate or incredible simulation. Once again is all up to you to decide
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Re: The 3DGS collision system is AWFUL.
[Re: Xarthor]
#366629
04/05/11 20:22
04/05/11 20:22
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
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OP
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Joined: Dec 2008
Posts: 1,660
North America
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@Redeemer: JCL once said (and its also written in the manual) that you shall not use the polygon flag for dynamic (moving) entities. "should not" does not mean the same thing as "cannot". JCL makes several recommendations and suggestions for the layout of your code in the manual, but not all of them are good advice (in my opinion). use kniematic physics entites. Honestly, I'd really rather not have to resort to using a full blown physics engine when all I want to do is make a proper box trace across the level.
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Re: The 3DGS collision system is AWFUL.
[Re: Redeemer]
#366687
04/06/11 12:03
04/06/11 12:03
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Joined: Jan 2002
Posts: 300 Usa
Rich
Senior Member
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Senior Member
Joined: Jan 2002
Posts: 300
Usa
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@Redeemer: JCL once said (and its also written in the manual) that you shall not use the polygon flag for dynamic (moving) entities. "should not" does not mean the same thing as "cannot". JCL makes several recommendations and suggestions for the layout of your code in the manual, but not all of them are good advice (in my opinion). I agree. I think the reason was because "complex" objects can get hooked on each other, however a box is not complex at all. I've used this method in A7, with no performance hits (that I noticed), and worked the same in A8. I mainly did this because of the way entity vs entity collisions are handled. My ultimate solution was to look at other engines, as I need to focus on my projects.
A8 com / A7 free
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