Zander wrote:Chacal wrote:visible objects shouldn't be used as physicals anyway, you should have invisible colliders for the walkable areas with no cracks in them.
Er. So when I make a landform and set the bounds so that I can walk on it, that is in fact wrong? (Or is it just a short cut because it's easier than something that I'll learn later on?)
Like many things, it depends. But I'd go with your second "shortcut" explanation.
1- It is a question of control. D'Lanor explained about cameras, and there are other reasons you would want control over the avatar. For example, if you have several obstacles the avatar could get entangled in, say a hallway with columns along the wall. You would want to help the player by putting colliders preventing him to get stuck in the columns. See what Cyan did in the concert hall foyer with the columns between the windows. Another example is stairs. It is very difficult to go up and down stairs with bounds. What you do is make a simple collider ramp. Also, because of the way collisions are detected, you will often end up with part of the avatar inside a wall or sticking out of it unless you use a collider to prevent the avatar from getting too close to the wall. This is not noticeable in single-player but will become a problem later.
2- It is a question of quality. Having a single seamless collider ensures there are no gaps an avatar could fall through.
3- It is a question of maintainability. Simple colliders are easy to change later if tests show a problem. It is more difficult to change visible objects, with all the texture problems that will cause.
4- it is mostly a question of performance. The game engine is always calculating whether or not the avatar is colliding. If your terrain and your objects are simple, it is OK to set bounds directly on them. If not, the game will get slower because the calculation is taking too long. In that case it is better to use a simple invisible collider, which has much less vertices than the visible objects. Also, from what I've seen from the prp structure, invisible collider objects (Physicals) are much simpler objects than DrawableSpans, which probably has an impact too. All this gets worse in multiplayer because each player will see other players stutter and warp around because of the poor performance.
So for simple test Ages like you're doing right now, it doesn't matter much, but if you start building a real Age for eventual inclusion in the game you will end up using invisible colliders. In all Uru Ages, only in Relto does Cyan use the visible ground as a collider. There are reasons for that.