Hello! I have my simulation running in unreal, where I have a terrain mesh that I can export as a mesh or heightmap. But I also have numerous static meshes that the vehicle can drive on also such as extended dirt pathways, large flat rocks etc.
I can't call from Chrono-> into Unreal to ray cast these objects in this case and let Unreal do the height queries, since there isn't a synchronous method of doing so. How best to add these to the simulation? Should I treat them as static bullet colliders and add them that way, or should I be converting each of these pathways into a terrain patch of their own? Is there a realistic limit on how many terrain patches I can add? The overall poly count of all my meshes is quite high so I would like to anticipate any performance issues ahead of time. Thanks! -JC -- You received this message because you are subscribed to the Google Groups "ProjectChrono" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/projectchrono/e6d7230e-69b3-434f-989b-1459662bd01dn%40googlegroups.com.
