From: Daniel R. <Dan...@ho...> - 2001-01-15 17:35:43
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a shorty =) > Now, John, there are a couple of points I'm not clear on : > > At 02:59 PM 1/14/2001 -0800, John Ratcliff wrote: > >Now, when you get up close and personal I have a dynamically generated > >tesselated mesh that is created in real-time from the base mesh. I use the > >same precomputed tables used for terrain collision detection so that I can > >generate this mesh in real-time with no performance penalty. > > How does this mesh relate to the collision detection tables? charles, it's simple ... do your collision detecion by interpolating on/in a heightfield, now tesselate or roam a mesh or vipm a mesh from this heightfield ... in 100% the mesh should be visibly same as the "heightfield underground" on which a player could "stay on ground" now look where the level of detail gets lower ... there the collision data is not the same as the visual data ... thus letting players stand/fly above ground or sticking in it got what i / john mean(s) ? Daniel "SirLeto" Renkel [D.R...@Fu...] technical design director - creactivity and technowhow =8O) Future Interactive [http://www.FutureInt.de] |