Higher collision detail for large CSG parts

The title pretty much says it all.

If you’re using very large unions, the detail of the hitbox should get closer and closer to the rendered mesh.

uses: the ground for large maps can be scaled down to less than 100 CSG parts.
obviously, there same could be done for smaller parts, where small parts have very low detail collision hitboxes.

what are your thoughts on this idea?

Why are you unioning the ground?

I don’t think you should union things just for performance, this is probably counter-effective or has negligible effect (apart from that, you now have extra loading time for the unions as well).

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To allow much higher terrain detail for fewer parts.
i’ve not run into any problems with union physics in PGS.
plus i can model it in blender if i do. it that way, instead of having to try (and fail) to make it by hand

You’re not getting better performance that way. Unions are anything but helpful in that sense unless you’re dealing with unanchored bodies. Make your terrain out of many parts without using unions and you’ll get better performance than you do now.

yeah… but…
I can model it in blender… which saves SO much time, because in blender. i just have 1 tile, with all the terrain detail for that 2000x2000 baseplate.

Not with unions you can’t

That are MeshParts.

UnionOperation and MeshPart’s have the same properties for enabling collision geometry, and that’s what he’s talking about here. I like this idea, but I don’t see it happening because Smooth Terrain just got LOD and it seems like they’d rather have us use that. I’m still all for triangle terrain until something better comes along.

It’d be super cool if hull decomposition was configurable in any way, but it seems difficult to work into ROBLOX’s design philosophy.