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Showing results for tags 'shape'.
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Here is the bug I use a script summoning Model:Sphere() props shaped with Shape:Sphere() You can see the shape with the debug mode but the props react with physics as if they were round like footballs: (there is no invisible tricks) TEMP 2021-08-11 15-44-46.mp4 Here with the same script it works normallly as expected if using Shape:ConvexHull(surface) on the Spheres: TEMP 2021-08-11 15-45-52.mp4
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Hey guys, What I have is a large dynamic mesh, and Shape::PolyMesh() takes too long to be used in real-time. I want the shapes vertices to change along with the mesh's without using Shape::PolyMesh() all the time. Is it possible to manipulate the vertices of a shape without re-generating it?
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Hello, i have a problem with the physic shape i current beta. box shape is saved , polymesh not. see video at youtube the house you can find in workshop content Worn Cottages
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How do you assign a shape to an object so the character doesn't walk right through it? There used to be a convenient and easy-to-use tool under the physics tab but now its gone Thanks
- 2 replies
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- Leadwerks 3.5
- Shape
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Is it possible to create a custom shape for collision without using Shape::PolyMesh(surface)? It seems like a waste creating the surface just to create a shape from it. Can I make the shape in a similar way to creating a surface? Because Shape::PolyMesh is slowing my game down. More Info: I am trying to create a minecraft-like voxel terrain, but I am stuck at performance. I could increase framerate by making the chunks bigger, but then it stutters from the time it takes to create collision. If I reduce the chunk size, it makes collision creation smoother, but the draw calls increases and framerate drops. PS. I've done everything I can to reduce the poly count in the chunks, so there is nothing much I can do to improve things. The only bottleneck I have is the shape creation, which I have no control over. That is why I ask.
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So I have a player and a weapon. I pickup the weapon by parenting it to my entity. I drop the weapon by calling weaponentity:SetParent(nil) and then it drops like it should. My problem is that the weapons collision shape doesn't change back to normal when it drops. I imagine that it keeps the shape it inherited from its parent. It is hard to describe so I added a video to show what's going on. If anyone knows what I can do to fix this let me know. I have tried to change the weapons shape back to its original shape when it is dropped but that hasn't worked. --video https://www.youtube.com/watch?v=woqWma6JJUQ