Grovesy
Yeah - if your terrain mesh's too large, you'll find you have intermittant collision failures. Also, the further your mesh from 0,0 the greater the chances of col failure as well.
My terrain mesh is 4096x4096 units. I have tanks that use 4 pivots each (set to sliding collisions on the terrain) and collision works 99.9% of the time. Occasionally one of the pivot points will fall through the terrain mesh and the tank begin to tip up. However, I have some code that does a linepick if at least 2 other pivot points report terrain collisions.
Another approach is to not use a 1m = 1 blitz unit scale but to 'miniaturise' everything e.g. 1m = .1 blitz unit. That might be worth thinking about.
Yeah - if your terrain mesh's too large, you'll find you have intermittant collision failures. Also, the further your mesh from 0,0 the greater the chances of col failure as well.
My terrain mesh is 4096x4096 units. I have tanks that use 4 pivots each (set to sliding collisions on the terrain) and collision works 99.9% of the time. Occasionally one of the pivot points will fall through the terrain mesh and the tank begin to tip up. However, I have some code that does a linepick if at least 2 other pivot points report terrain collisions.
Another approach is to not use a 1m = 1 blitz unit scale but to 'miniaturise' everything e.g. 1m = .1 blitz unit. That might be worth thinking about.