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No collision volume in the game, after the 3d model is imported.

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评估

难度
5/5
预计耗时
一周以上
新手友好度
20/100
Issue 类型
缺陷
描述清晰度
需要澄清
活跃度
停滞
技术栈
csharp
领域
game-dev

调研方向

未指定文件、测试或入口点。首先使用一个大型导入模型和所报告的世界文件转换来复现缺失的碰撞体积;只有在确定了可靠的碰撞生成修复方案,且不会导致世界无法打开时,才算完成。

由索引模型根据 Issue 内容生成。

描述

But every time when I create a world, I edit it with setool and save it. After entering the game, it is prompted that this is an old world file that needs to be converted. The conversion you know makes it sometimes impossible to open.
The most serious problem is that whenever I create a large spaceship with a length of 500+ cubes (more than hundreds of thousands of cubes), I find that there is no collision volume after entering the game, and the characters will pass directly through it.
How do you solve this problem without collision volume?

At the same time, I am using 1.1.8.9 at least this version does not say that the world file is old.
I calculated it with setoolbox for several hours, and calculated that there was a 10 million square stargate Atlantis, with a length and width of 1300 squares. Converted to meters is 3300m.
It took three hours to open the archive, and it crashed in 15 minutes. Everything is fine and there are 4 fps (my configuration is very poor 1050ti and 7700hq)
But the most deadly thing is that there is no collision body, you will pass directly through the block, I really can't fix it. How can there be collision bodies? Open the game with a good enough computer?
But this involves another problem, that is, this game only uses a single core.
But the strongest single-core CPU i9 9900xe does not necessarily bring it? Because I feel the upper limit of single-core performance, it is really very low, unlike the graphics card that can be combined and called together. Does a supercomputer use only one core to calculate this game? haha ~

主要语言
C#
星标
156
派生
61
PR 合并指标
30 天内没有已合并 PR

环境准备

这个项目没有提供开发容器、Dockerfile 或贡献指南,环境需要你自己搭建:先看它的 README,通用步骤见我们的新手贡献指南。

从这里开始

  1. 先读完整个 Issue,再读项目的贡献指南。
  2. 在 Issue 下留言说明你要接手 —— 这能避免两个人做同样的事。
  3. Fork 仓库,在一个分支上完成修改。
  4. 提交 Pull Request,并在描述里引用这个 Issue 编号。

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