# dynamic trimesh problems in physx

This topic is 3295 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

hi, i am biginner in nvidia physx.....and want to make a simple car race game......i have the vertics and faces of the car......now i load them on physx...i made NxTriangleMeshShapeDesc dynamic but it causes weird problems......... i found that physx doesn't support dynamic trimesh....but i want them..... Is there any solution for it........ thanx..

##### Share on other sites
there should be any way to overcome........anyone have any idea???please........
thanx...

##### Share on other sites
Quote:
 Original post by crazy_crabthere should be any way to overcome........anyone have any idea???please........thanx...

What you want to do is represent your triangle mesh as a convex hull.

Often times this is all that is necessary.

However, if you need a more accurate representation, you can describe it as a set of convex hulls.

The process of converting a triangle mesh into a compound object of convex hulls is called 'Convex Decomposition'.

http://codesuppository.blogspot.com/2006/04/approximate-convex-decomposition.html

If you need code to create a convex decomposition of a triangle mesh, I will see if I can put it together.

John

##### Share on other sites
thanx jratcliff63367
for ur brillent and clean discription...........i looked at convex hull in google.....and that link(http://codesuppository.blogspot.com/2006/04/approximate-convex-decomposition.html) u give is great...............if u have any code for convex hull decomposion....please share it........:)
thanx........again....:)

1. 1
2. 2
Rutin
19
3. 3
4. 4
5. 5

• 9
• 9
• 9
• 14
• 12
• ### Forum Statistics

• Total Topics
633295
• Total Posts
3011245
• ### Who's Online (See full list)

There are no registered users currently online

×