Irrlicht 1.5 Collision problem.

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christianclavet
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Irrlicht 1.5 Collision problem.

Post by christianclavet »

Not totally sure of this, but the collision system seem to be broken on official 1.5 and the last Nighty build I've got (1344).

Each time a collision occur, it does extreme things to the camera (like camera get stuck on the collisioned face)

Tested the demo from the Nighty build and Terrain Demo and the game demo both show this.

My compile of a simple level walkthru from official 1.5 seem to do this also.

As the IRRlicht 1.5 collision system is damaged? (using occtrees)
hybrid
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Post by hybrid »

Terrain example works for me, both in the 1.5 branch and latest SVN/trunk.
christianclavet
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Location: Montreal, CANADA
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Post by christianclavet »

You're right. I had a bad "Nighty build" that had a problem with collision. Re-downloaded the 1.5 official and it's ok.

I still have a problem with collision. Not sure if it's the OCCTREE that cause problems.

I loaded OBJ files into OCCTREEs in IRRedit and saved the scene.
Loaded it back in a small application so I could walk inside it.

The camera can walk correctly inside the rooms and the collision with the walls and door openings seem to be ok.
Image


I have problem with some stairs. The movement seem to be blocked.

That one block the camera when it tries to get up. It doesnt block at all when it tries to get down. (sometime it could jam)
Image

I have other stairs in this level and the camera is jamming a lot less in the other stairs.

Could it be the OCCTREE calculation for this mesh? Outside walls are not in the mesh, this level is a test level from a conversion attemp from Source SDK Hammer to IRRlicht.

Here is my sample application and the level. If someone have some time could check why the collision is jamming and sometime not. If you check at the start of the level, the collision sphere is ajusted so that the camera is just big enough to enter thru the doorway.

Here is the link to the application and level.
http://www.clavet.org/files/Storage/Level_Display.zip 4Mb

I just hope I could have the lightmapping from Hammer, but at the moment, I was not able to convert the lightmaps from the Hammer .BSP into the OBJ
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