I’m dynamically generating a 3D track, which includes a floor which can potentially tilt. (FYI: once generated, the floor does not move)
Im using the CollisionFloor handler, which works fine. But when I generate a slanted floor (imagine something like a hill going up and down), because my floor collision objects are basically bounding squares, with little square ground models, the car falls through the cracks sometimes.
- Is there a way to make a finite plane, similar to the CollisionPlane; but this time such that the planes are bounded between 4 lines, and behind the plane is considered collision?
- Is there a smarter way for me to generate my racetrack instead of using this method?