![]() ![]() The GJK algorithm calls each support function 6 times while touching and once when not touching and separated on the y axis. While running both, I noticed a FPS drop on the GJK one from 54.5 to 54.4, which doesn’t seem significant to me. Seems reliable: local part = workspace.PartĪs for a performance comparison, I’d expect the event based one to be more performant. I ran round and hit the ball and made it bounce. The other method was described by and works well. GJK uses these support functions to look for a plane of separation (whose normal is the direction passed into the support functions). For a sphere, it will be a point on its surface. For a part, it will always be one of its corners. ![]() The support function is called with a direction and should return the point on the primitive furthest in that direction. Import this model to roblox and set the collision fidelity to PreciseConvexDecomposition. then split all the faces of the model ( NO need to separate into different objects) and resize them a bit to add some offset between each face. If you are not familiar with the Gilbert-Johnson-Kerthi algorithm, basically you make a “support” function for each of the primitives to test (the part and the sphere in this case). Open your model in Blender (or any 3d editor) Duplicate the original model. The first is using my GJK distance and intersection module. I’ve tested two ways of doing it and found both to be reliable. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |