eolesen, on 14 January 2014 - 01:07 PM, said:
Before we make the sky astronomically correct, can we perhaps stop having smoke particles pass thru collision objects?
I'd love to have an enginehouse that doesn't always look like it's on fire...
Problem though is collision detection is CPU intensive, from memory OR uses a particle system to show smoke and steam, this means the program has to check EVERY particle to see if it has collided with any part of an object and then determine what path it should take, this usually takes tonnes of CPU power.
In a flight sim it is usual to provide an aircraft with multiple bounding boxs with varying levels of detail, you start by testing the least detailed one first, then go on to the higher detailed ones. This makes sure one gets a correct collision detection, as one can imagine this takes plenty of steam to achieve. Its not unknown though not to both with the detailed ones, as usual every thing one does is a compromise, some will like and some will not.
Computing a true animated model of the world is ___________
VERY_____________ difficult, with a sim one in the end will have to put up with things that cannot easily be done.
Lindsay