General tip #1

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roberts
Posts: 5
Joined: Fri Mar 16, 2012 6:21 pm

General tip #1

Post by roberts »

I'd c&p the tip, but for some reason, the highlighting and thus the copy is fragmented.

Avoid very small and very large collision shapes.

Does this mean it's unwise to model a planet as a collision object to scale? I don't mean to make it a fully fleshed out topography, but simply as a sphere that objects are destroyed if they collide with.

If that is the case, I'll look at workarounds (I have time for as long as I still breathe), but the playable objects I'm planning on are still battleship and perhaps city size. Yeah, it's another space shooter with space stations upwards of the size of cities.
roberts
Posts: 5
Joined: Fri Mar 16, 2012 6:21 pm

Re: General tip #1

Post by roberts »

I guess noob inquiries aren't welcome. Too bad. And with the manual sucking so badly, that's going to make incorporating bullet even harder.
Karrok
Posts: 65
Joined: Fri May 13, 2011 1:11 pm

Re: General tip #1

Post by Karrok »

Objects that are relatively vastly different in scale are best avoided.

So modeling an entire planet and then other objects on or near the planet that can collide with each other is generally a bad idea. Either the planet would be too big or the other objects too small.
roberts
Posts: 5
Joined: Fri Mar 16, 2012 6:21 pm

Re: General tip #1

Post by roberts »

Ty Karrok. That will save me time.
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