I have created a very simple BGE test scene, using two “character” objects, a floor plane, and some controllers to move one of the “characters”. Collision detection is important, and should be as exact as possbile, so I selected “Triangle Mesh”. However, when I now press [P] to play the game, Blender 2.72a crashes. No error, no console output, it just vanishes. What am I doing wrong?
Here is my Blender-crashing file: bge_test.blend (97 KB)
Triangle Mesh conflicts with Character every other build. The bottom idea is to not use Triangle Mesh on a Character object.
In my experience, Convex Hull is a good substitute.
The problem is that “Convex Hull” is not the convex hull, but a bounding axis-aligned box. You can see this in this screenshot:
This is not what I want - I want an actually precise collision detection.
I’ve been using Python for 8 years now, and I’m using it daily, so that’s not the issue. Thanks for your offer to create something for me, though, I really appreciate that.
What I want is to have proper collision detection, and some way of pushing other, similarly shaped objects. I should be able to write the pushing behaviour myself, as long as I have exact enough collision detection and penetration depth/vector information. An axis-aligned bounding box is not precise enough by a long shot.
Drop the object onto the plane at different angles and you’ll see that convex hull is different from a simple box (I don’t think the physics visualization has proper support to display the bounds type).