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Small question about performance of havok collision mesh geometry.


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Whilst modeling large block of smooth plain like ground floor or high-rise walls, since larger area means more chance and hits to collide one face, should face polygons of collsion mesh still be reduced to as least as possible?

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On its own, static collision doesn't have much of an effect. However, the interaction of a normal collision with a collision with physics has a very strong effect. If a collision of a ball with physics rolls along a surface collision, then each polygon that determines this interaction naturally eats fps.Therefore, the less interaction of geometry with physical objects and characters, the more high-polygonality you can afford. )
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On its own, static collision doesn't have much of an effect. However, the interaction of a normal collision with a collision with physics has a very strong effect. If a collision of a ball with physics rolls along a surface collision, then each polygon that determines this interaction naturally eats fps.Therefore, the less interaction of geometry with physical objects and characters, the more high-polygonality you can afford. )

Thank you for a concise reply.

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