cassius Posted September 19, 2015 Share Posted September 19, 2015 I have a lot of trees in my game and have apolymesh physics body around them; Sometimes mt third person character gets stuck in the lower branches and cannot be moved. Is there a better arrangement possible? Thanks Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
macklebee Posted September 20, 2015 Share Posted September 20, 2015 dont do a polymesh but make a simple cylinder physics shape for the tree trunk? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Slastraf Posted September 20, 2015 Share Posted September 20, 2015 The bigger the collision shape faces get , the more likely it is that it does not glitch. - and if the speed of an object is very high it is more likely to glitch trough stuff Quote Link to comment Share on other sites More sharing options...
cassius Posted September 20, 2015 Author Share Posted September 20, 2015 Some of the trees were too low in the ground. Raising them solves the problem. I am using mainly the oak tree from le 2. I think using too many polymeshes is not good for performance although I have seen no bad effect as of yet. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Josh Posted September 21, 2015 Share Posted September 21, 2015 You definitely do not want to use that setting on trees. They also have a lot of one-sided planes so the player can shoot through them. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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