Hello,
I'm working on an open world racing game in UDK. It's the first time I'm working on such a project and have a lot of questions about the specificities of road modelling. Anyway, the question I can't find an answer for at the moment is:
How to handle collisions on roads ? Especially in UDK.
I believe it's important for a racing game to have the most accurate collisions possible as all the gameplay is entirely based on physics. However I can't think of a decently cheap and accurate way to create collision meshes.
Here is , as an example the first prototype of road I made, as seen in 3ds max:
There is an S shape, with 2 main concave shapes, for the road, the low wall and the cliff. If I want to stay accurate on those shapes it would need an enormous amount of primitives. There might be a luge load of roads like this in the world in the end and I think it might be a critical hit on performance.
If you know a workaround for this issue that would be very awesome.
Replies
[ame="http://www.youtube.com/watch?v=RRPS811G8t8"]How to do Per-Poly Collision with Imported Meshes in UDK - YouTube[/ame]