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Collisions detection - Macromedia Director 3D

Hello. I need a good collision detection algorithm for a map that has over 20 000 polygons. Now i use raytrace collision. Can i do something else, what? I herd something of frustrum culling (but i think director doesn`t support it) Please help. Does enybody know if director mx 2005 will appear? Thanks!...

  1. #1

    Default Collisions detection

    Hello. I need a good collision detection algorithm for a map that has over 20
    000 polygons. Now i use raytrace collision. Can i do something else, what? I
    herd something of frustrum culling (but i think director doesn`t support it)
    Please help.
    Does enybody know if director mx 2005 will appear?
    Thanks!

    DANGH_b Guest

  2. #2

    Default Re: Collisions detection

    For a map with more than 20 000 polygons you'll need the Quake 3 engine.
    No more than 10000 for ShockWave (otherwise you'll need a top machine to solve the processing demands)
    necromanthus Guest

  3. #3

    Default Re: Collisions detection

    Isn`t there anything to do? Please. Maybe a little sugestion.
    DANGH_b Guest

  4. #4

    Default Re: Collisions detection

    Well, for this significant number of polygons there is a unique solution:
    modelsUnderRay.
    In other words, you have to emulate collisions with a simple raycasting system.
    Also, if you need badly over 20,000 polys, you can divide the 3D world into
    several "zones".
    You have to figure a "smart" addToWorld / removeFromWorld controller for these
    areas.
    Even so, don't expect to get an amazing framerate for your project

    necromanthus Guest

  5. #5

    Default Re: Collisions detection

    thanks. it doesn`t have to have an amazing frame rate. The user just has to move arround and in a building.
    DANGH_b Guest

  6. #6

    Default Re: Collisions detection

    Hi Dangh,

    The 10,000 poly thing is just a myth. For my game Munch Madness I'm averaging
    about 45,000 polys per level:
    [url]http://www.gametrust.com/[/url] (you'll see the Munch Madness link in the
    center/left part of the page)

    I've never tried Ray Casting but my approach is to use ModelsUderRay and proxy
    geometry. The way ModelsUnderRay works is, it goes through every poly in the
    scene, every single one, to see if there is a collision. With proxy geometry
    you create a low-poly version of your level and make it transparent. Then just
    before you use ModelsUnderRay you remove the real level, shoot the ray, then
    add the real level back - all within the same frame. I hope this makes sense.

    The only problem is you can't really use proxy geometry if you need to test
    for a collision very precisely. I'm not sure what your needs are.

    Steve


    mockworld Guest

  7. #7

    Default Re: Collisions detection

    Originally posted by: mockworld
    The 10,000 poly thing is just a myth.
    For my game Munch Madness I'm averaging about 45,000 polys per level:
    [url]http://www.gametrust.com[/url]

    1) Ha ha ha
    Nice work there. I like that puppy.
    Congrats.

    2) The "10,000 poly thing" is NOT a myth, it's the (sad) truth !
    Talkingabout your demo: I get a smooth movement on P4/3.2GHz, 1GB RAM & Radeon
    X800 (of course ...)
    But did you test your demo on entry-level machines ? I'm sure you didn't.
    No more than 5-7 FPS !
    For this reason you'll lose many (potentially) visitors.

    3) A RayCasting system is based on ModelsUnderRay.

    4) Indeed.
    A "proxy geometry" (in fact, an invisible simplified clone of your 3D world)
    is another good method to reduce the processing time in case of collisions.

    cheers



    necromanthus Guest

  8. #8

    Default Re: Collisions detection

    glad you like the game :)

    I realise the game runs slowly on an entry-level machine (by "entry-level" I
    assume you mean no hardware acceleration, even on-board), but i've never tried
    Doom or Quake on an entry-level machine either, I'm assuming those run just as
    bad.

    Steve


    mockworld Guest

  9. #9

    Default Re: Collisions detection

    Originally posted by: mockworld
    I realise the game runs slowly on an entry-level machine (by "entry-level" I
    assume you mean no hardware acceleration, even on-board), but i've never tried
    Doom or Quake on an entry-level machine either, I'm assuming those run just as
    bad.

    Entry-level machine (year 2005):
    Celeron / Duron 1GHz, 128 MB RAM, GF2MX400 / Radeon 7000
    p.s.
    Smooth movement for Doom and Quake on these machines.

    keep up the good work



    necromanthus Guest

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