Terrains in physic engine

May 27, 2012 at 5:48 PM
Edited May 28, 2012 at 5:03 AM

Hi Ohan!

How to do  the character control with physics (without translations like in Newton Engine tutorial-7)?

Is possible to put terrain models (fbx or generated with heightmaps) in Newton or Havock Engine?

Thanks for your attention.


May 28, 2012 at 5:43 PM

Yes, any of the physics engine should support terrain physics using heightmaps. We don't explicitly support them through Goblin, so you should look into each physics engine for how exactly you can code it.


May 29, 2012 at 8:43 PM
Edited May 30, 2012 at 12:09 AM


Thanks for the reply.

With Newton, i finally made a sphere react along the topography of a terrain generated with heightmap.

islandNode.Physics.Collidable = true;

islandNode.AddToPhysicsEngine = true;

islandNode.Physics.Shape = ShapeType.TriangleMesh;

Now, i'm trying to command the sphere in Physics World.

Thanks for your attention.


Jun 3, 2012 at 1:07 AM

Triangle mesh would work too, but I believe if they do support heightmap, then it's more optimized to use their heightmap instead of triangle mesh.