Jump to content
  • Advertisement
Sign in to follow this  

Mesh - Other objects collision

This topic is 3095 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

Hi, This is more of generic question.I have used ODE and physx physics libraries. What I wanted to ask is how come the collisions between mesh and other objects collision is never perfect. There are always some parts where the objects are able to fall through the mesh. I have seen this in ODE trimeshes and in Physx triangle meshes. This particularly happens on a bit slanted type surfaces(I maybe wrong). I understand that in discrete time steps it may fall through at high speeds or at bigger timesteps but sometimes even if the objects are traversing very slowly they easily fall through. I have also checked the normals and they are correctly oriented(I export models from blender). Currently I am working on Physx and Directx but have no idea why this happens. Am I missing something here. Any solutions for this??Thanks

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!