{"id":1178,"date":"2014-12-14T22:05:48","date_gmt":"2014-12-14T22:05:48","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=1178"},"modified":"2014-12-14T22:05:48","modified_gmt":"2014-12-14T22:05:48","slug":"p-152-virtual-world-concept-update-24-spherical-terrain-polysoup-collision","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-24-spherical-terrain-polysoup-collision\/","title":{"rendered":"P-152: Virtual World Concept Update 24: Spherical Terrain: Polysoup Collision"},"content":{"rendered":"<p>I have been working on implementing collision for the Spherical Terrain that I have created. My intention was to build on my previous success with the simple collision box by using a poly list instead. This poly list would be built from the polys that are within a certain radius of the player.<\/p>\n<p>What I am doing, essentially, is creating a &#8220;polysoup&#8221; collision implementation. Polysoup is where the collision hull is created from the visible mesh of the model. It is essentially a greatly simplified version of the visible mesh. Using combinations of other shapes for collision (Cylinder, Sphere, Box, etc) would not be detailed enough for my purposed.<\/p>\n<p>I have managed to get a list of the polys, although it is not optimal. I am now trying to return this list from the buildConvex Collision function in T3D. However, all of the existing code example that I can see for polysoup in T3D require information or resources that my spherical terrain doesn&#8217;t have. They require mesh or shape information that is present in their respective classes, but that my spherical terrain class does not have.<\/p>\n<p>I can&#8217;t seem to find a way to return a list of polys or vertices for collision calculations. I am still researching this.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have been working on implementing collision for the Spherical Terrain that I have created. My intention was to build on my previous success with the simple collision box by using a poly list instead. This poly list would be built from the polys that are within a certain radius of the player. What I [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2,10],"tags":[],"class_list":["post-1178","post","type-post","status-publish","format-standard","hentry","category-art-and-designs","category-software-and-games","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1178"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=1178"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1178\/revisions"}],"predecessor-version":[{"id":1179,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/1178\/revisions\/1179"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=1178"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=1178"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=1178"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}