Hi,
>> I'm writing b/c I wanted to add special iTerraFormer collider to cs. >> The problem is that now special interface for it is located in >> csOPCODECollideSystem::CreateCollider (iTerraFormer* mesh) > After struggling with producing 'right' triangles for height data > after collision I think it will be best to do it higher (in > collider.cpp). This again leads me to rewriting things that are > already possible with ode. Using ode will lead to writing cel property > classes that are already done for cs cd system based on opcode > - I don't know which is worst ;). After Fossi's suggestion I did it generating opcode mesh for the terra former. I will need to change vertices data before each query this way (but I will be able to do it only for a piece of map). Now problem is: how can we choose resolution for this mesh? How can we define how big sampler area we want to have? Taking into consideration that former may use different triangulation method: how can we have collider looking similar to displayed one (i.e avoid avatar walking through slopes)? -- greetings, Piotr Obrzut mailto:[EMAIL PROTECTED] ------------------------------------------------------- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
