Quote:
Originally Posted by Dano
It becomes complex due to the sheer number of trees involved, if you have a nice simple solution that wont require large amounts of process time then please post it for Luthiers attention.
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As someone already said: Use a graphics primitive or two, as the "collision zone" (modelling every twig per tree would indeed be taxing to your system's resources and it wouldn't matter anyway). Since WWII planes don't move at warp speed, process only the trees/primitives in the immediate surrounding of the plane*. If (plane inside collision zone) then {activate Damage model};
* maybe a bit more to get a safety buffer for system- and/or online lag. Be aware, however that A = r² * Pi. You could further optimize the thing if you only consider trees in a "wedge" in front of the plane, with the wedge's dimensions chosen that it safely covers the plane's flight envelope, at all times (even when shot down and tumbling and such things).