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Bones - Skeletal and Pose Animations for jPCT/jPCT-AE
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Bones
(Moderator:
raft
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About Bones collision
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Topic: About Bones collision (Read 3252 times)
gamenewer
long
Posts: 171
About Bones collision
«
on:
September 16, 2015, 01:44:11 pm »
Hello, If Bones collision is the same as jpct-ae ? Thank you !
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raft
Moderator
quad
Posts: 1993
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.
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gamenewer
long
Posts: 171
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
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raft
Moderator
quad
Posts: 1993
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
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gamenewer
long
Posts: 171
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.
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raft
Moderator
quad
Posts: 1993
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
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Bones - Skeletal and Pose Animations for jPCT/jPCT-AE
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Bones
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raft
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About Bones collision