Re: Kinematic Collision
Jeff Russell <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
> > I saw a lot of people using the "complex" version for all characters in the > world, all the time, while there is often another sub-system doing pretty > much the same job for NPCs: path-finding. The path-finder already computed a > collision-free path, so for those characters it's a lot easier to "get away > with" simple raycasts. Agreed. Just finished a title where I had to make that exact call - the character controllers were very expensive to run and we had large character counts. Removing character controllers from most NPCs (and using a few simple raycasts instead) solved the problem nicely, and the pathfinding picked up the slack. Tried a distance based LOD scheme on these too. Proved unnecessary though. -- Jeff Russell Engineer, 8monkey Labs www.8monkeylabs.com ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list