Search found 338 matches
- 23 Jan 2019, 18:16
- Forum: Support
- Topic: Physics Limiter Sometimes Not Working? (v0.44)
- Replies: 6
- Views: 2727
Re: Physics Limiter Sometimes Not Working? (v0.44)
I think that physics currently doesn't fall back to delta time if it can't run fast enough, but tries to catch up anyways, so you have times where it slows rendering to a crawl. I'm not sure, though. Either way if there's a positive feedback loop then something is implemented wrong.
- 21 Jan 2019, 17:43
- Forum: Support
- Topic: Buggy grounds
- Replies: 8
- Views: 3754
Re: Buggy grounds
Okay, I had a better look and it looks like some kind of graphics driver issue, not a lighting issue. I was very tired the last time I looked, sorry!
- 19 Jan 2019, 22:39
- Forum: Support
- Topic: Buggy grounds
- Replies: 8
- Views: 3754
Re: Buggy grounds
This is related to how OpenMW's current renderer decides what lights to illuminate objects with, and how it sends lighting info to them. It's not very good ATM, and needs tweaking.
- 10 Jan 2019, 14:08
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 47388
Re: Hey let's switch away from bullet to anything else (discussion)
I'm pretty sure that's a problem with how bullet implements cylinders. I added cylinders to my personal 3d collision toy and it didn't have a real negative impact on performance. Either way cylinders are potentially problematic for vanilla level design too since they let you slip through some gaps t...
- 10 Jan 2019, 11:08
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 47388
Re: Hey let's switch away from bullet to anything else (discussion)
If you're in the air and falling, other actors that you're above act like platforms that push you off of them. If you're in them and on the floor, they act like cylinders that are just barely touching you, i.e. any collision towards them gives a distance of 0 and a collision normal facing away from ...
- 10 Jan 2019, 08:23
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87759
Re: OpenGEX as .Nif alternative for OpenMW
glTF 2.0 also enforces 1.0 as the meter unit, so if we support it, we should decide whether we want to scale models using it by 64x-ish or not.
https://github.com/KhronosGroup/glTF/tr ... -and-units
https://github.com/KhronosGroup/glTF/tr ... -and-units
- 10 Jan 2019, 08:18
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 47388
Re: Hey let's switch away from bullet to anything else (discussion)
Capsules cause serious issues with vanilla level design because they have steep sloped parts on them. I was initially considering cylinders or octagonal prisms but we decided that AABBs, like Morrowind itself uses, are the best. It's probably best to not consider non-AABB shapes until post-1.0.
- 09 Jan 2019, 13:52
- Forum: General Development
- Topic: Hey let's switch away from bullet to anything else (discussion)
- Replies: 88
- Views: 47388
Re: Hey let's switch away from bullet to anything else (discussion)
That was me. It's probably a good idea to go with AABBs first, because they're probably simpler to implement mesh collision tracing for than capsules and because we want to switch to them anyways. The only real reason why we haven't switched away from capsules yet is because single-precision bullet ...
- 09 Jan 2019, 13:43
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87759
Re: OpenGEX as .Nif alternative for OpenMW
The glTF exporter in blender 3 is for glTF 2.0, which is a completely different format from the original glTF. It's also a lot better. Based on hearsay glTF2.0 is basically the first 3d interchange format that's actually good.
- 08 Jan 2019, 04:23
- Forum: Feature Requests and Suggestions
- Topic: Distant Statics Placeholder
- Replies: 27
- Views: 17800
Re: Distant Statics Placeholder
Speaking of the "small feature culling" option, why does it behave so strangely when you set it to a high value? Does it try to traverse down into individual parts of objects? It also doesn't seem to try to cull particles, though that makes sense I guess. Cull pixel size of 200 at 1080p: h...