Cutting a hole out of bounds?

Hello!
I’m trying to create an asteroid which the user has to fly the camera through. I’m able to correctly pick up collisions between the camera and the asteroid’s bounds, but I don’t see anyway of cutting a hole of of the bounds, to allow the user to fly through.

Is it possible to create a bounding with a section cut out of it? Is the only way to set-up a series of bounding boxes around the shape?

Thanks
Chris

Why not use USE_GEOMETRY flag for Wakeup condition ? It is more expensive, but it is probably needed if you want to fly through another object.

Hey, cool! Thanks!

One slight…issue with this is that I now have a boot-up time of over three minutes, when just spawning one low-poly hoop :o

Is this normal?!

Cheers
Chris

From a more abstract point of view, USE_GEOMETRY is a hint for the engine to treat each triangle as a ‘bounds’ object. So this only resolves a highlevel bounds into a series of lower level bounds. You can still help the engine by constructing the asteroid as a series of subobjects/subbounds. Of course you have to make sure that not all of these subbounds intersections fill the hole :slight_smile:

Concerning startup time: no, 3 minutes is not normal.

What scenegraph elements do you use? Link/SharedGroup may introduce strange artifacts.

Nothing weird, I’m using a SimpleUniverse construct. Thanks for the help. It’s part of a group project which has to be in soon, so it’ll have to go on the backburner. We’ll use asteroids as obstacles for checkpoints instead, and if there’s time at the end I’ll go back and look if I can fix it.

Thanks for all your help,
Chris