How to deal with "HUGE" world ? Really Need help!~
Posted: Thu Nov 20, 2008 3:54 pm
Hi all,
I'm trying to integrate bullet to our existing game. In our game, all models' unit is centimeter. So,models with a width of 1000 or even larger are so common. I find it sometimes bullet comes to be not stable.For example, when a dynamic convex hull is 500 * 500 * 500 as large, it moves strange sometimes. When i search around in bullet document and forum, it's suggested to use meter as unit.
If so, how to choose my unit? Convert all models unit to meter or is there an easier way to do so?
My second question is also about "size". Our universe (in our game) would be huge and even limitless in boundary. But i would do some regional selection to decide objects, which are close to player, to join in collision would. So my collision world would handle objects located inside (-1000,-1000,-1000, 1000,1000,1000) this time or then (1000,1000,1000,3000,3000,3000) . As you see, the "size" is the same, but handle region is changing. If i do this way ,bullet's precision wouldn't drop or not? I can guarantee that collision world wouldn't be too large, but i cannot guarantee that my world's "location".
If so, how to modify my collision would's AABB or adjust it according to my real world?
I wander if any of you understand my questions because my poor English .
Any input would be appreciated, thanks in advance!
I'm trying to integrate bullet to our existing game. In our game, all models' unit is centimeter. So,models with a width of 1000 or even larger are so common. I find it sometimes bullet comes to be not stable.For example, when a dynamic convex hull is 500 * 500 * 500 as large, it moves strange sometimes. When i search around in bullet document and forum, it's suggested to use meter as unit.
If so, how to choose my unit? Convert all models unit to meter or is there an easier way to do so?
My second question is also about "size". Our universe (in our game) would be huge and even limitless in boundary. But i would do some regional selection to decide objects, which are close to player, to join in collision would. So my collision world would handle objects located inside (-1000,-1000,-1000, 1000,1000,1000) this time or then (1000,1000,1000,3000,3000,3000) . As you see, the "size" is the same, but handle region is changing. If i do this way ,bullet's precision wouldn't drop or not? I can guarantee that collision world wouldn't be too large, but i cannot guarantee that my world's "location".
If so, how to modify my collision would's AABB or adjust it according to my real world?
I wander if any of you understand my questions because my poor English .
Any input would be appreciated, thanks in advance!