Benton Posted April 9, 2012 Posted April 9, 2012 I think the editor needs: Vertex Snapping - Object snaps to nearest vertex. Makes placing crates on floors for example, really easy. Rigid Body Placement - This is an idea I though up. You make a static object a rigid body, for example a branch. The branch falls to the ground, positioned like it would be in real life. The object is then made a static object, but stays where it fell. It is a lot easier then trying to rotate the branch so it looks like it is lying on the ground. Benton Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D
DigitalHax Posted April 10, 2012 Posted April 10, 2012 Vertex snapping - There is a grid snap already, but I think a vertex snap would be useful. But it could be in L3D because it has CSG built in. Rigid Body Placement - I really like this idea, but are you meaning in the editor? You could easily put a physics object in, then just set the mass to 0. DH Quote Win7 64bit, Leadwerks SDK 2.5, Visual Studio 2012, 3DWS, 3ds Max, Photoshop CS5. Life is too short to remove USB safely.
Benton Posted April 10, 2012 Author Posted April 10, 2012 Rigid Body Placement - I really like this idea, but are you meaning in the editor? You could easily put a physics object in, then just set the mass to 0. I could do that, but if each object had physics, it would really effect framerates. This is only in the editor to place static objects. So I drag the branch into the scene. It is hovering over the ground. I press the "Physic Align" button. It drops to the ground and when it stops moving it stops being a physic mesh. Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D
Daimour Posted April 10, 2012 Posted April 10, 2012 ...but if each object had physics, it would really effect framerates. All entities already have physics bodies. But they inactive until you set collision group or mass for them. Quote
Benton Posted April 10, 2012 Author Posted April 10, 2012 So no performance loss if I make them a collision group? Quote Windows 7 Professional 64 bit, 16 gigs ram, 3.30GHz Quad Core, GeForce GTX 460 one gig, Leadwerks 2.5, Blender 2.62, Photoshop CS3, UU3D
Daimour Posted April 10, 2012 Posted April 10, 2012 Performance depends on bodies interaction mostly. The more interactions the more performance loss. So no performance loss if I make them a collision group? You may try it easily. Quote
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