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Showing results for tags 'collisions'.
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Hi, I would like to report a problem that I've seen with the NPC that are making the "update" loop much longer when they "awake". Description of the problem: On a terrain that have trees(vegetation layer) with collision enabled, when the player (std FPS controller) get near a NPC(crawler) the update loop can get as high as 7000ms for a few second and come back as normal. Disabling the collision option on the vegetation layer, seemed to fix it. But I "feel" that it does that for every type of collisions (models / brushes). The more you put on the map, the more time it will take on the update loop. Reproductability: 100% How to reproduce: 1. Create map with the FPS template. 2. Create a terrain. 3. Place some (3+) Crawlers NPC on the terrain. 4. Create lots of tree (density of 2.2 or less), and enable the collision option on the layer. 5. Start the game and move the FPS player near one of the NPC. 6. Notice the "lag" and stop when the NPC emit the detect sound. Also notice the update loop time increasing a lot! My impressions about this: I feel like the navigation system is doing some kind of data copy of collision models from all the surrounding with no filtering of geometry when the AI find the play "in range". An investigation would be welcome... My current system that was used for the testing: CPU Intel I7 3770K, 16Gb ram, 512GB SSD + 1TBHDD, NVIDIA GTX1080 at 3840x2160 desktop resolution. Windows 10 Home (version 1703)
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How do you create and setup new collision types? My goal is to create a special collision type to only collide/trigger "Trigger" collision types and nothing else. Thanks!
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- custom collision types
- custom collisions
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If I import a mesh into Leadwerks and set the physics property to convex hull or polymesh in the Physics tab and enable the nav obstical option, the models do not affect the navmesh at all.