Collision mesh: Difference between revisions

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(→‎See also: Russian language link)
(can't have a totally flat collision mesh)
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A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any [[Reference mesh|reference]] or [[LOD mesh|LOD]] meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!
A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any [[Reference mesh|reference]] or [[LOD mesh|LOD]] meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!


There is one major restriction with collision meshes: like [[brush]]es, they must be [[Wikipedia:Convex|convex]]. Multiple collision meshes can be used in the same model however, so this is rarely if ever an insurmountable problem.
There is one major restriction with collision meshes: like [[brush]]es, they must be [[Wikipedia:Convex|convex]] (and three-dimensional). Multiple collision meshes can be used in the same model however, so this is rarely if ever an insurmountable problem.


== See also ==
== See also ==

Revision as of 13:56, 5 January 2009

A static collision mesh (red wireframe)
A jointed collision mesh (yellow wireframes)

A collision mesh (sometimes collision model, though it is actually only ever a component of a model) is a cheap 3D mesh used by Source to calculate VPhysics collisions.

A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any reference or LOD meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!

There is one major restriction with collision meshes: like brushes, they must be convex (and three-dimensional). Multiple collision meshes can be used in the same model however, so this is rarely if ever an insurmountable problem.

See also

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