Advertisement Jump to content
Sign in to follow this  
fitfool

bsp collision detecting w/ PhysX

This topic is 4204 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Ive been having a bunch of trouble with some 3d collision detection and want to do it the easiest way possible. I want to use the physX sdk, but the problem is, i dont know how to incorporate it with quakes bsp. Any Tips/examples? thanks.

Share this post


Link to post
Share on other sites
Advertisement
I don't think it can directly be incorporated. PhysX uses its own internal collision geometry formats and stores things in its own spatial partition format. You can't just plug in a BSP file and have it work. You'll have to create PhysX compatible collision geometries for the objects in your Quake BSP world and throw them individually into the PhysX simulation.

-me

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!