Here's the place to get help and discuss features. The focus is on the C++ version, but generic questions are welcome.
3 posts • Page 1 of 1
I have implemented smooth heightmap-based terrain by using a bunch of trapezoids arranged in a row. It usually works well, but I noticed that proxies and pairs still get created between the terrain parts, even though they are not supposed to collide with each other (using a contact filter) and they are all fixed. If the terrain is too wide, the number of proxies is high enough to crash the game. Is it necessary to create proxies and pairs for fixed shapes that are all attached to the same body?
Who is online
Users browsing this forum: Bing [Bot], Exabot [Bot], Yahoo [Bot] and 1 guest