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Post by commended on Jun 10, 2016 17:10:06 GMT
Not very much to say, I want my pointlights to react to my rigibody, is their something wrong with the rigibody or does it just not work?
Thanks in advance:)
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Post by Famer on Jun 10, 2016 17:14:07 GMT
Rigidbodies support shadows, but they don't react to pointlights...
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Post by commended on Jun 10, 2016 18:46:42 GMT
Famer Thats quite annoying, thanks though:)
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Post by NicusorN5 on Jun 10, 2016 19:14:19 GMT
You can still use Skinmeshes! epicface_emoticon
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Post by Famer on Jun 11, 2016 11:26:21 GMT
Yeah! You can use the same model skinmesh to Cover the rigidbody up and hide the rigidbody. Now It can react...
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hawk
Full Member
Posts: 69
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Post by hawk on Jun 13, 2016 4:25:05 GMT
The main reason for this design decision is that rigid bodies are used only for the physics simulation, Imagine this, you are making a car game, and you have a really detailed car model with interiors, engine parts, and everything. This will be a problem for the physics engine, as it will have to calculate collisions for things like interiors and engine parts, even tho they will never hit anything. So to help optimize this, rigid bodies can be simple shapes, like the basic outer shape of the car, this will be used by the physics engine very easily, and since the rigid body is ugly, it should be hidden (thus no need shaders and point lights for it) and you can use your super detailed car mesh as a skin mesh that follows the rigid body around, good graphics, and good performance, everyone is happy!
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