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Bones - Skeletal and Pose Animations for jPCT/jPCT-AE => Bones => Topic started by: gamenewer on September 16, 2015, 01:44:11 pm

Title: About Bones collision
Post by: gamenewer on September 16, 2015, 01:44:11 pm
Hello, If Bones collision is the same as jpct-ae ?  Thank you ! :)
Title: Re: About Bones collision
Post by: raft on September 16, 2015, 03:07:19 pm
sure. as Animated3D extends from Object3D, everything applicable to Object3D also applicable to Animated3D.
Title: Re: About Bones collision
Post by: gamenewer 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  :)
Title: Re: About Bones collision
Post by: raft 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
Title: Re: About Bones collision
Post by: gamenewer 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.
Title: Re: About Bones collision
Post by: raft 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