I am working on a hover craft type game using Tokamak. Got everything working pretty smooth but one problem I can't seam to solve is the camera and rigid body it rides on, often go through walls.
I have tried adding blitz collisions around the camera and the rigid body object, and though blitz detects the collisions it does not seam to help (but there is a small improvement).
I have also tried changing toksim_advance but that does not seam to help either.
All movement of rigid body camera and RB object are done using censors, AI, and is done using tokamak move functions (mostly tokrb_applyimpulse2).
So does anyone have any ideas what this could be? Do you think I would see an improvement by increasing the density ie pollycount of the level mesh? Or would it help to increase the size of the bank holding the mesh data?
I have tried adding blitz collisions around the camera and the rigid body object, and though blitz detects the collisions it does not seam to help (but there is a small improvement).
I have also tried changing toksim_advance but that does not seam to help either.
All movement of rigid body camera and RB object are done using censors, AI, and is done using tokamak move functions (mostly tokrb_applyimpulse2).
So does anyone have any ideas what this could be? Do you think I would see an improvement by increasing the density ie pollycount of the level mesh? Or would it help to increase the size of the bank holding the mesh data?