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3 Dimensional Chat / Catapult model

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tiresius
22
Years of Service
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Joined: 13th Nov 2002
Location: MA USA
Posted: 4th Oct 2006 06:50
Hello folks.

Never posted here, don't read here much either! But I've started making basic models for my game so maybe that will change. The first model is a catapult in two pieces, a stem/cup piece and the base piece. They will be joined together with a Newton joint, physics forces will be used to move the cup. The catapult will be used to propel the player across the level, or into the abyss.

Anyway, the poly count is 151 for stem/cup, and 94 for base. That's a total of 245 polys for the entire object. Is that a good poly count? There could be several of these on a level. I don't want to ruin performance with huge models.

Oh and a capable friend will be UV mapping it. I'll probably update with new pictures when that happens. Thanks for any input or recommendations!!





I'm not a real programmer but I play one with DBPro!
Mr Kohlenstoff
18
Years of Service
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Joined: 7th Jun 2006
Location: Germany
Posted: 4th Oct 2006 12:42
I don't think, that 250 polygons will ruin the performance.. The best would be if you use Level of detail, but I don't know if thats possible, if you have such a little polygon-count.

Visit the DBPro - Speed up your game-Thread. http://forum.thegamecreators.com/?m=forum_view&t=88661&b=1
tiresius
22
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Joined: 13th Nov 2002
Location: MA USA
Posted: 4th Oct 2006 16:23
Actually the catapult won't work unless the player makes contact with it, otherwise it will just sit there. So I was thinking of replacing it with a textured cube from a distance, but not sure if it's worth it. I've only heard of people doing that with high poly models like trees and people.

I'm not a real programmer but I play one with DBPro!
Insanity Complex
19
Years of Service
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Joined: 16th Sep 2005
Location: Home
Posted: 4th Oct 2006 16:32
From what I've heard, 250 polygons per model shouldn't be a problem unless you throw like a thousand in there


Problems? Yes I used to have those...until I went insane.
Robin
21
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Joined: 22nd Feb 2003
Location: United Kingdom
Posted: 4th Oct 2006 16:57
yeah 250 is no problem. Model looks good - Maybe you need to add some wheels or something to the base too?

With setting it up in newton, I'm guessing you're going to use tree collision for the cup part...but doesn't newton give tree collision item infinite mass (ie so they are immovable)? How would you move the cup then?

tiresius
22
Years of Service
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Joined: 13th Nov 2002
Location: MA USA
Posted: 4th Oct 2006 19:34
Hi Robin.

This is an immovable catapult stuck on the ground. An odd idea, I know... it's for a marble game and it's just one of the many interactive things on the level to affect the player marble.

I may make the base a tree collision, since it won't ever move. I'm not sure how many tree collisions you can have in the system before it gets really slow... I already have 6 or so for the level terrain. I guess I will do some time testing with 30 catapults sharing the same collision# on the level and see what it does.

For the cup I can't use tree collision for the reason you state (negative mass and immovable). Instead I will have to use compound collision, which is basically several collision primitives "glued" together to form a complete collision. It's the only way to do movable concave collisions in Newton. I haven't tested out the newton commands for it yet, but I'm assuming they work!

There are rigid-body editors out there (one from Walaber, one from someone else) which visually let you build the compound collision primitives and place them together. I'll probably be writing my own soon.

Hope that helps, and thanks everyone for the comments!

I'm not a real programmer but I play one with DBPro!
Robin
21
Years of Service
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Joined: 22nd Feb 2003
Location: United Kingdom
Posted: 4th Oct 2006 20:42
Ah yeah If you have a 'visual' compound collision editor set up that will make things a lot easier. Good luck with the project - sounds interesting!

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