Is there a way to load a custom Mesh as a collider shape asset? And use it as a collider shape?
Found that article in the stride documentation: stride doc
In the helppatch “Reference Overview of ColliderShapes.vl” it is not included.
Would be an extremly great addition to the library.
Thanks for the video.
unfortunately I can’t manage to load a custom mesh as a collider.
in stride it’s only a few clicks, but gamma keeps crashing when i try to create the simulation (physicsProcessor)
just made an account to also second this. It is basically a mandatory thing to have something like shape colliders (convex hull/triangle shape) in any kind of serious physics/game engine. Since they are already there in Stride itself, I was puzzled to find they are missing inside of vvvv. Any chance we could get these working out of the box? Thx in advance and ahoi!
It is related, however it is exactly what should be avoided from a workflow perspective. The question it comes down to is: Why is the shape collider, which is already available inside Stride’s API (and every other game engine), not available inside the stride colliders in vvvv, while at the same time all the other colliders for primitives from Stride’s API are in there. Without it, you can only build very primitive physics simulations without having to fiddle around with other software like game studio.
The reason is, as so often, priorities. Most everything that Stride supports can be used within vvvv. Many things though will be rather cumbersome to use and therefore need some wrapping. Depending on the thing, the wrapping may be trivial or not. Either way someone has to sit down and think and build and test everything through. Since all parts are open-source, you can do that yourself, you can find someone doing it for you, or reminder: we’re offering priority support.
Unfortunately, I am lacking the skills to do that myself which is also part of the reason I use vvvv in the first place. I was just wondering why a feature that already is implemented in vvvv (or vl.stride physics) is lacking one of the critical components that make it effective to use. Of course I am aware that everything takes time / effort / money / people to do. I just thought this detail might have been overseen somehow by mistake or coincidence. Thx for the straight answer! We will default to other solutions for physics stuff for the time being.
Out of curiousity; could you share some more details of your project for which you’d need custom shape colliders?
What kind of shapes? How many? Are they assets? Are they realtime generated?
Also interesting to know the collider type!
To my opinion apart from wrapping every bits of Stride physics; when it comes to custom colliders, there is often some tweaking, rethinking and in the end chosing the less resource hungry options depending on the application.
I agree that it would be nice to wrap physics and other features from stride to vl.stride but i know this gets complicated since theres also alternative ways in stride like bepu phyics etc https://github.com/bepu/bepuphysics2 people use, its the same for the sdf text rendering. anyway just wanted to mention that atleast for particle collision theres MeshToSDF in vl.fuse.
But @amir is right, depending on the usecase theres quite a few odd solutions. Its best to describe your goals and we might be able to help.