I want to have my critters running around a circular arena - a 'dish'. My first thought was to create a bunch of planes along the walls, i.e. each plane being a 'segment' of the circle. But that might be a bit slow if there are gazillions of them, plus its not a true circle then..
Maybe a similar approach, but using cuboids, so that the broadphase can work its magic? Still not a true circular arena, though.
Or maybe there is a way to 'invert' a cylinder collision shape?
Any ideas?
Cheers,
Best way to approximate a circular arena
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dangerdaveCS
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sparkprime
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Re: Best way to approximate a circular arena
Just do a relatively high poly trimesh
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dangerdaveCS
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Re: Best way to approximate a circular arena
Hmm, I was under the impression that would be a very slow method, is that not the case?
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sparkprime
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Re: Best way to approximate a circular arena
not so much, there is a good hierarchical culling algorithm for triangles that are not near collisions
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sparkprime
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Re: Best way to approximate a circular arena
Just make a high poly plane to test it if you want