-
I'm converting a free mobile game of mine from Bullet to Jolt. This video probably demonstrates it better than I could ever explain here. In Bullet, this was a GImpact TriangleMeshShape. ConcaveKinetic.mp4 |
Beta Was this translation helpful? Give feedback.
Replies: 1 comment 4 replies
-
The only restriction currently is that MeshShapes cannot collide with other MeshShapes or HeightfieldShapes. So as long as your character and the other dynamic objects in this level are convex then the wall can be a regular kinematic MeshShape. Decomposing using V-HACD is also possible and could result in a better simulation when your dynamic objects are moving fast (because a convex mesh has a better concept of inside and outside so is more likely to resolve the collision correctly if the object is embedded in the wall) |
Beta Was this translation helpful? Give feedback.
ScaleToMass only works if it has mass to begin with (X * 0 == 0).
Do something like this (the actual mass doesn't matter for a kinematic object as long as it is not zero):
JoltPhysics/Samples/Tests/General/DynamicMeshTest.cpp
Lines 32 to 33 in 0191c72