MackeyK24 Posted August 18, 2017 Share Posted August 18, 2017 When make a game and NOT using the default First person view type camera movement... When you actually have to move a 3rd person view of a player or actor around... Using mesh.moveWithCollisions or using physics imposter set linear velocity ??? How are you to handle things like Jumping using each one these types of movement ??? If using physics for all movement, what is the overhead of adding to physics state to every object in the would that your= should NOT pass thru ??? And does anybody know what up with the way mesh.moveWithCollisions auto raise and keep raised the mesh from the ground... nearly 2 units... There has to be some rhyme or reason for that... Right ??? Anyways... Any help soon these questions will better help me make default movement systems for BabylonJS Toolkit Made Games And @Deltakosh and @Sebavan .. As always... I would luv to hear what you think about this stuff Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 18, 2017 Share Posted August 18, 2017 moveWithCollisions is clearly less precise than physics but also faster. It was initially designed for the camera to simulate the FPS view. It relies on an ellipsoid created around the camera (or the mesh in this case). Ellipsoid has a size of 2 units by default. Collisions will always try to resolve inconsistency by moving objects away (hence the auto raise as I suppose your mesh was lying on the ground so the ellipsoid must have been deep into the ground). Physics in the other hand can be more precise by using better impostors but also a bit more expensive depending on ground complexity Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted August 19, 2017 Author Share Posted August 19, 2017 20 hours ago, Deltakosh said: moveWithCollisions is clearly less precise than physics but also faster. It was initially designed for the camera to simulate the FPS view. It relies on an ellipsoid created around the camera (or the mesh in this case). Ellipsoid has a size of 2 units by default. Collisions will always try to resolve inconsistency by moving objects away (hence the auto raise as I suppose your mesh was lying on the ground so the ellipsoid must have been deep into the ground). Physics in the other hand can be more precise by using better impostors but also a bit more expensive depending on ground complexity Kool deal... I will probably focus on using PhysicsImposter then for third person control... Thats what unity uses anyway via Rigidbody Component. Thanks @Deltakosh. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
fenomas Posted August 20, 2017 Share Posted August 20, 2017 As a quick and dirty rule, moveWithCollisions may work for you if there's only one thing moving in the scene. If your scene has two moving things, and it's possible for them to collide, you need a physics engine. Quote Link to comment Share on other sites More sharing options...
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