MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
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- Gnoblar
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
Any suggestions would be greatly appreciated
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- Gnoll
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Kobold
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
Instead on using cardinal directions use the heading of the object, that will still allow for good collision with half of the checks. Another thing to do is to disable queries with the current object, the is reduce 2 more checks per entity. For that matter made sure that it is only checking relevant objects that you indeed want collision with, if you don't want collision with it set its query flag. Also try to collide with simpler geometry, at this point seriously consider a real physics engine but it will help allot.AndroidAdam wrote:Sorry to rez an old thread, if that be the case, but I'm having a bit of a problem. MOC worked amazing for a single character, but I now have 40 entities each casting 4 rays (one in each of the cardinal directions) and this is causing quite a performance problem. I'm curious if there is a method of increasing the speed. Already I cache the MeshInformation so that it only has to be retrieved once, but nevertheless the game is unplayable.
Any suggestions would be greatly appreciated
I started using MOC as a temporary solution but as the ppl I assigned to add physics failed it is the only system the High Contract: Zombie Game uses for collision. Even with many objects it is still rather playable on most systems tho I know that MOC is my bottleneck and I really should use a better system.
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- Kobold
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
http://www.pontov.com.br/
My develop blog:
http://shydsgames.com/
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- Greenskin
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
how I to do collision using a OBBoxRenderable ?
http://www.ogre3d.org/tikiwiki/Oriented ... e=Cookbook
OBBoxRenderable is not a mesh and in the MOC the collision test is done witch mesh. Is it simple change the MOC 's code to work with OBBoxRenderable?
thanks.
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- Kobold
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
I just need simple kinematic entity collisions against walls. The walls are made up of blocks or cubes placed around the scene. Full blown physics like OgreBullet and NxOgre are overkill for me. Just want collisions so the player mesh and their bullets doesn't go through walls.
Steve
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- Kobold
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
It will do that no problem and be very easy, that is what my game uses until I get off my lazy ass and add something better.gameengineer wrote: Just want collisions so the player mesh and their bullets doesn't go through walls.
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- Kobold
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
Yes! Finally the answer I was looking for. I spent the last 2 days searching, asking, learning physics solutions because another post said I needed Bullet or I needed NxOgre. Well this game, which is a Wii Play Tanks clone of sorts, doesn't need physical dynamics. Just collisions if you please.It will do that no problem and be very easy, that is what my game uses until I get off my lazy ass and add something better.
I will learn physics later but have no time at the moment.
Ok so I reserve the right to ask you more questions if, after diving into the source code, I need to.
Thanks so much for your help.
EDIT: Just watched the video of your game. Nice... a lot of blood. My son likes those bloody games too. What is wrong with you people!
Steve
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- Kobold
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
Thanks again!
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- Gnome
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
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- Kobold
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
Code: Select all
distToColl = -0.8
distToDest = 1.0
P.S. And thanks for your time and great work creating this easy to use lib
EDIT: I've found out that the gliches occur when frame rate is low, if it's hight enough, even on maximum speed it works fine, any ideas on how to fix it? I would be really grateful
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- Halfling
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
does anybody know what the ETM (Enhanced Terrain Manager) do in the source code?
I'm just wondering if I should implement my own set of terrain manager or not
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- Gnoblar
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
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- Gnoll
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
@Singmelody: Great to see people still using MOC
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Gnome
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
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- Gnoblar
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
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- Gnoblar
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
collidesWithEntity(Ogre::Vector3::ZERO,Ogre::Vector3(50,0,0),60.0f,-1.0f);
and i just do that to get always a true in the collision detection just to test, but the problem is that i always get false the result of this :s, so i would like to know what else do i have to add to achieve the collision or what do i have to modify, i would be very grateful if someone can help me out with this since i need it for a school project,
Sincerely,
Eferaga
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- Gnoll
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Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
ARTIFEX TERRA 3D - Artist-friendly, free and easy WYSIWYG realtime outdoor scene Editor & Painter
New loader now with Ogre::Terrain support: Addons for Artifex on SourceForge
MOC - Minimal Ogre Collision & Mousepicking
Simple TerrainMaterialGenerator for the use of standard Ogre material with Ogre::Terrain
Support me on Patreon
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- Gnoblar
- Posts: 3
- Joined: Sat May 12, 2012 11:57 am
Re: MOC - Minimal Ogre Collision 1.0 - [Update 03.May.2009]
I try a version posted backwards (col3=) but is the same.
Some idea?
tnx