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.
General tip #1
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Re: General tip #1
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.
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Re: General tip #1
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.
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.
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- Posts: 5
- Joined: Fri Mar 16, 2012 6:21 pm
Re: General tip #1
Ty Karrok. That will save me time.