Hey. Im starting up a game project soon and have been mulling over ideas for making a twin stick shooter similar to super stardust HD and Nano Assult Neo. Only im trying to brainstorm ideas on how the terrain traversal in Nano Assult works, where your ship traverses around a non regular shape (See here)
Now I believe I can understand how super stardust HD does it as you only ever traverse a perfect sphere, it would be a simple case of rotating all the objects on the x,y,z axis around the origin of the world.
But the only way I can think of traversing an irregular shape like in nano assult neo would be to use a lower poly collision mesh and have all objects raycast below themselves till they hit the collision mesh, then get the 3 vertex normals of the polygon that the raycast hits and calculate a weighted average normal depending on where the raycast hits the polygon and the position of the object will be set along that vector. But this sounds like a horribly slow and brute-force approach as I could potentially have say 10 objects (one player 9 enemies) then say each thing has fired 10 bullets each) so now I have 100 objects that need this raycast for postitioning and say my collision mesh is 500 polys, thats potentially 50k raycast collision checks. unless im going about my raycasting incorrectly.
Just wandering if any techies here have other solutions other than my raycasting?
Now I believe I can understand how super stardust HD does it as you only ever traverse a perfect sphere, it would be a simple case of rotating all the objects on the x,y,z axis around the origin of the world.
But the only way I can think of traversing an irregular shape like in nano assult neo would be to use a lower poly collision mesh and have all objects raycast below themselves till they hit the collision mesh, then get the 3 vertex normals of the polygon that the raycast hits and calculate a weighted average normal depending on where the raycast hits the polygon and the position of the object will be set along that vector. But this sounds like a horribly slow and brute-force approach as I could potentially have say 10 objects (one player 9 enemies) then say each thing has fired 10 bullets each) so now I have 100 objects that need this raycast for postitioning and say my collision mesh is 500 polys, thats potentially 50k raycast collision checks. unless im going about my raycasting incorrectly.
Just wandering if any techies here have other solutions other than my raycasting?


00
