Quote Originally Posted by tux
for the level, terrain etc you can use a tree collision. but all moving parts of the world must not be included (tree collisions are static)

for other objects, you could use a convex hull
Hey tux, thanx for the reply,

Ok i have built a function to generate the worlds collision tree from all the faces, a question before i use this:

For a face with 3 points :-
[pascal]
var
vertex: Array [0..2] Of TVertex3f;
begin
vertex[0] := Face.vertex[0];
vertex[1] := Face.vertex[1];
vertex[2] := Face.vertex[2];
NewtonTreeCollisionAddFace(nCollisionTree, 3, @vertex[0], SizeOf(TVertex3f), 1);
end;
[/pascal]

But my face's contain 4 points, and have written it like :-
[pascal]
var
vertex: Array [0..3] Of TVertex3f;
begin
vertex[0] := Face.vertex[0];
vertex[1] := Face.vertex[1];
vertex[2] := Face.vertex[2];
vertex[3] := Face.vertex[3];
NewtonTreeCollisionAddFace(nCollisionTree, 4, @vertex[0], SizeOf(TVertex3f), 1);
end;
[/pascal]

Is this the way to do this?


How do i use the convex hull procedure?

I have an actor mesh which is animated via a skeleton, how will i implement this in, i dont really want to use the sphere because the actors can be of all sorts of shapes and sizes?!

Thanx for your patients