It sounds a bit too much for me - will go and test it later. I used convex hulls for super early prototype of my game before switching to UE4 and performance was acceptable. Don’t remember what Bullet setup I had back then, though.
Just to note, for best performance single convex hull (not “convex triangle mesh”, have seen such collision type somewhere, maybe not even in bullet) should have from 4 to 32 points in it, the less the better. so two convex hulls 32 points each are better than single hull with 64 points (don’t necessarily apply to very small hulls, like 8 hulls with 4 points each vs single hull with 32 points).
But if boxes are good for you - go with boxes. It’s just me who is sick with boxes already :chimpanzee_lobotized:
Okay I’ll take a look About the only thing I’d need 3.2 for is the physics so that would hopefully save a lot of adapting on my part.
Hmm, looking at some old screenshots I counted about 30 vertices and possibly more. Still, splitting into more shapes sounds kind of counter intuitive, unless there’s some distance check optimization done before. In that case it’d make a lot of sense.
Last time I tried using that (it was like a year ago though) it kind of rendered over everything like the last post mentions. I kind of didn’t know anything about shaders then so it’s possible that I messed something up. Does it work as it should for you in all cases?
Some photos of today’s games conference I exhibited at. Not as fancy as PAX but in my home town so the flight is 12 hours shorter .
The skeleton and imp where freebie models. I bought several of the environment packs but I’m still looking for some other character models to go along with them.