Terrain Collision
Hey,
I've got my terrain engine going, quadtree'd, VBO'd etc etc.
I recently implemented the positioning of the camera as a interpolated height based upon the heights of the triangle the player is above.
However, this (although works) doesn't allow the player to move particuarly smoothly especially because my terrain has quite small triangles making up the mesh.
I have been looking at using something along the lines of ODE, RAPID, SOLID to create a collision system using quadtree children (containing a tri mesh for the node) and a sphere as the camera to achieve smoother movement.
Would you see this as suitable or would making a simple sphere-triangle collision detection routine work better?
I was thinking of using a pre-made SDK such as the ones listed above as i could then use this for collisions between bullets, players, pickups etc etc later on.
Definately use the Quadtree for your collision testing. Its one of the best uses of the tree. If your triangles are so small that movement is jerky by going over many bumps in a small area then you may want to consider averaging the surrounding triangles plane normals to get your current plane. This will smooth things out somewhat at the expense of accuracy. Other option - revisit your terrain layout (smooth it out a little more)
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