Jump to content
  • Advertisement
Sign in to follow this  

Collision with deforming meshes

This topic is 519 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

Replaying some of the older games I've started thinking about collision handling. How does one achieve this behaviour?

It seems keeping a player on a deforming mesh would require

1) Doing a line-mesh intersection on the skinned model
2) ...which requires the triangles in the mesh to be spatially partitioned
3) ...which needs to be repartitioned every so often as the mesh deforms, because it may become invalid.

With a low poly count I can see this working, but in today's games where a model like that would have over 50k polygons, this seems less feasible.

What is the general approach to this problem? Are there any papers or articles written on the subject that you can share?

Share this post

Link to post
Share on other sites

To recap some points from discord:

  • Low poly meshes are still a thing (you don't use your high poly render mesh for bullet hitboxes or nav meshes either, you use a lower poly equivalent)
  • Tracking your current triangle means you don't need a line-mesh intersection vs the whole mesh every frame (just scan neighboring triangles instead)
  • Cheat and limit what your animators can do, thereby simplifying your options by assuming more - such as having them not flip the model, and thus let you cull the entire stomach mesh, etc.

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!