Author Topic: About Bones collision  (Read 1019 times)

Offline gamenewer

  • long
  • ***
  • Posts: 171
    • View Profile
About Bones collision
« on: September 16, 2015, 01:44:11 pm »
Hello, If Bones collision is the same as jpct-ae ?  Thank you ! :)

Offline raft

  • Moderator
  • quad
  • *****
  • Posts: 1971
    • View Profile
    • http://www.aptalkarga.com
Re: About Bones collision
« Reply #1 on: September 16, 2015, 03:07:19 pm »
sure. as Animated3D extends from Object3D, everything applicable to Object3D also applicable to Animated3D.

Offline gamenewer

  • long
  • ***
  • Posts: 171
    • View Profile
Re: About Bones collision
« Reply #2 on: September 17, 2015, 02:53:57 am »
Thank you raft, another question,  Do you have plan to upgrade the Bones by  hardware skinning?  This maybe improve the 3d animation perfomance  :)

Offline raft

  • Moderator
  • quad
  • *****
  • Posts: 1971
    • View Profile
    • http://www.aptalkarga.com
Re: About Bones collision
« Reply #3 on: September 17, 2015, 01:39:36 pm »
actually no, I have no such plan;).it will increase performance but will break polygon level collision detection

Offline gamenewer

  • long
  • ***
  • Posts: 171
    • View Profile
Re: About Bones collision
« Reply #4 on: September 17, 2015, 03:10:58 pm »
It's  not a good news to me, maybe there is another way to sovle the collison problem, sometimes the game performace is important.but I know little about bones animation.

Offline raft

  • Moderator
  • quad
  • *****
  • Posts: 1971
    • View Profile
    • http://www.aptalkarga.com
Re: About Bones collision
« Reply #5 on: September 17, 2015, 03:40:58 pm »
for most cases polygon level collision detection is not necessary. ellipsoid or sphere collision will be enough.  with hw skinning I see only 2 ways for polygon level collision:

* download mesh data from hw. this will certainly kill performance
* implement collision detection at hardware. not trivial for sure