Search found 47 matches

by Stomy
13 Dec 2018, 11:03
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47854

Re: Hey let's switch away from bullet to anything else (discussion)

Clipping would probably cause problems for anything that ever tries to move, e.g. by a script (that includes statics as well), and then there also activators. I'm concerned more about clipping taking precious time to do, but the idea is to treat statics and other instances differently. The plan wit...
by Stomy
13 Dec 2018, 09:59
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47854

Re: Hey let's switch away from bullet to anything else (discussion)

Except if a static object crosses a cell boundary. See the Pelagiad castle walls. Then it is added to the potentially-colliding-set for both cells, or you clip its mesh along the boundary which is what I'm going to be trying first. Also there's no saying if we'll have an option to change the height...
by Stomy
12 Dec 2018, 16:42
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47854

Re: Hey let's switch away from bullet to anything else (discussion)

I like to think of it as OpenImmerse, the model formats are still .nif after all and not .gbf or .cef :P That said, in terms of collision detection there really isn't much difference between all of Bethesda's NetImmerse/Gamebryo/Creation Engine games. Active physics objects and ragdolling would be i...
by Stomy
12 Dec 2018, 15:54
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47854

Re: Hey let's switch away from bullet to anything else (discussion)

It's all a trade-off. Godot is attempting to be a general-purpose game engine and so a generic solution makes perfect sense as the developers can't make any reasonable predictions about what any given game will be doing. With OpenMW we have a few more luxuries, such as knowing that the exterior worl...
by Stomy
11 Dec 2018, 14:25
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47854

Re: Hey let's switch away from bullet to anything else (discussion)

If you want ragdolls and physics objects to look halfway convincing and not slow framerate down to a crawl then you need the programmer to understand rigid body dynamics and how they work in video games. Getting those features to fit properly in any engine is not a matter of simply turning on rigid ...
by Stomy
11 Dec 2018, 08:00
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47854

Re: Hey let's switch away from bullet to anything else (discussion)

I remember finding btMultimaterialTriangleMeshShape a while back which stores data on a per-triangle basis. It would probably be wasteful of memory with all of the extra physics properties OpenMW won't be using, but it is a start for annotating which triangles are supposed to be part of each mesh. T...
by Stomy
11 Dec 2018, 03:42
Forum: General Development
Topic: Hey let's switch away from bullet to anything else (discussion)
Replies: 88
Views: 47854

Re: Hey let's switch away from bullet to anything else (discussion)

In my (Admittedly limited) experience, switching to any other physics engine will just add frustration from having to adapt to their new API, the only worthwhile improvements I've seen are either optimizing towards bullet's preferred conditions or scrapping it and making a custom solution. For now t...