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Game Physics for moving objects

Started by November 24, 2013 10:40 AM
0 comments, last by alvaro 11 years, 2 months ago

Hi all,

Let me elaborate a bit on what I mean with moving objects.
Basically I have some code in my vertex shader that offsets my meshes each frame, to create a "swinging" motion. Currently used for trees, grass, and the likes.

I am now wondering what I should do about collision meshes. Should I offset the vertexes on all my collision meshes each frame as well? Or would it be better to limit the "swinging" motion of my objects, and just use a static collision mesh that never has to get updated? What's some common practises for this case?

I welcome any advice on the subject!

PS: using BulletPhysics, should it be of importance.

Thanks!

Cheers

Chris Crawford talks in one of his books about how disappointed he was in one of the early FPS games when the dead bodies of the enemies would pile up, but you could go through them just fine. If you are going to have dead bodies that pile up (the standard at the time was to make the dead magically disappear), make sure it's a game element that the player can use (so perhaps you can block the entrance to a room by having a couple of well-placed corpses).

Similarly in your game, I wouldn't make your trees swing unless that can be used in the game for some purpose. At least if you don't, it feels like you missed an opportunity to incorporate an interesting mechanic. So I would make the collisions consistent, and perhaps even create some scene where that is important.

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