visibility and collision

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
Post Reply
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

visibility and collision

Post by buhatkj »

i was wondering if a scenenode was still considered in collision tests if it is invisible. the reason is i want to use the irrlicht collision on the server app, but obviously i dont want to waste the cpu rendering all the objects. so my idea is to set all scenenode i make on the server to be invisible and just have a status screen using the gui components.

lemme know :-)
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

currently it is not. I already made a post about this, and also whether setting one should set it's children to invis/etc. Niko is adding functionality to specify exactly what gets turned on/off for the next version.
a screen cap is worth 0x100000 DWORDS
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

ah okies

Post by buhatkj »

excellent, that will be very spiffy. yah cuz i dont wanna spend CPU rendering on the server, but i DO wanna use irrlicht. :-)

also one other question, if i load a quake3 level say, and create a tri selector from it, then set is invisible, the selector will always return no triangle and therefore do no collision right?
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

wrong.

A tri selector is simply a list of pointers to vertices. Those vertices exist whether the scene node they belong to is set to 'visible' or not.

However-- while this means OTHER things CAN still bump into IT, the collision response animator will not be called ON it-- so IT CANT bump into OTHER things.
a screen cap is worth 0x100000 DWORDS
buhatkj
Posts: 444
Joined: Fri Dec 12, 2003 4:53 am
Contact:

ahhh..it becomes clear...

Post by buhatkj »

so i can make the level invisible, and the characters will still bump into it, but if i make the characters invisible, they wont bump into anything.

well not having to render the level will definitely save some cpu time, but i definitely look forward to having that extra control you mention in 0.5 :-)

thanks for the clarification keless :-)
-Ted
My irrlicht-based projects have gone underground for now, but if you want, check out my webcomic instead! http://brokenboomerang.net
Post Reply