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Showing results for tags 'polymesh'.
Leadwerks C++ Noob here... So I'm programmatically creating a bunch of floor tiles out of PolyMesh for my player to walk around on, and it works great except for one strange behavior. When I call Translate() on my tile Model class it slowly erodes/squishes the PolyMesh data until it is gone completely, and then my player just falls through. If I don't translate, no problem. I looked into the docs a bit and I see that PolyMesh isn't recommended for moving objects. However when I try the same with ConvexHull() I am getting no collision data at all. My tiles are basically smal
I have the Cottages package from the Workshop and try to add a Poly Mesh collider to Cottage 1 or Cottage 2. This appears to work fine: But when I run the game, the outside walls have no collision. Reopening the MDL I find that it is clear they are lacking that part of the collision mesh somehow: Is there any way I can fix this or is it just a bug?
Good day everyone Ok, I have this problem... I'm trying to animate a elevator using the sliding door script. When I set the physic shap to box it works, the elevator goes up, but I can't go in (not surprising). When I set my physic shape to polymesh or using my shape file, the elevator dosen't do anything. Why is that ? Any suggestions?
Is it possible to create a custom shape for collision without using Shape::PolyMesh(surface)? It seems like a waste creating the surface just to create a shape from it. Can I make the shape in a similar way to creating a surface? Because Shape::PolyMesh is slowing my game down. More Info: I am trying to create a minecraft-like voxel terrain, but I am stuck at performance. I could increase framerate by making the chunks bigger, but then it stutters from the time it takes to create collision. If I reduce the chunk size, it makes collision creation smoother, but the draw calls increases an