Collision models

elmo33elmo33 Join Date: 2009-08-07 Member: 68377Members
Instance shapes for physics models (improve Hydra performance) - Noticed that on the tracker but I would like to know why are the physics/collision models so complex. I understand the need for them to be complex once you use them for ragdolls, but when the structures are alive it just seems like a waste. While I do not know how much performance you would gain from making them simpler, but one thing that really bugs me about them is that trying to climb on buildings as a skulk is an absolute chore. You keep sliding and going in random directions, same when you try to stand on top of an egg for example. Same thing whit things like whips and hive tentacles flailing when its on fire, do they really need to collide whit players and push them around randomly? Atleast I would think that collision calculations like this cost precious resources, completely unnecessarily.

But what do I know, would just like to hear what is the reason for making them so complex.

Comments

  • Racer1Racer1 Join Date: 2002-11-22 Member: 9615Members
    I think UW is taking the approach of adding features as they desire and then removing them if necessary when doing performance analysis. From what I have read, it is only the last few weeks that they have begun doing serious performance work. So, I'd wait until a while (a month or two) before doing anything too drastic.
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