Hi!
Currently we have an engine replacement project in the works for classic Tomb Raider levels. As you may already know, classic TR engines (1-5) used room-based level system - funny thing is that rooms may overlap and share same world coordinates and space, hence classic TRs used room number as a "fourth dimension" to process movables, particles and camera movement correctly.
The question is, how to replicate same "room number filter" behaviour with Bullet (particularly for convexSweepTest function)? I. e. if we have two overlapping rooms, how to filter out all Bullet calculations in one of these rooms (for movables that are in another room), and allow them in another?
Filter out Bullet calculations in room-based game engine
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- Joined: Sun Feb 24, 2013 3:42 pm
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Re: Filter out Bullet calculations in room-based game engine
Maybe by using collision masks in order to filter collisions?
http://bulletphysics.org/mediawiki-1.5. ... _Filtering
http://bulletphysics.org/mediawiki-1.5. ... _Filtering