In my game i want to edit the vertices of both the graphical representation of a model and the vertices used by havoc.
First hings first: when my extended meshes colide at high speed, they often penetrate and gets stuck in each other. So i thought that making them as a group of convexes wielded together would work quite well with my demand of being able to deform the meshes at runtime.
If i for example where to push oneof the convex models verticesintothe convex thus making it concave, i could simply split the convex to two new convexes at the direction i push the vertex in.
Would this be effective or just dumb?
Alternativly i guess the use of a convex hull around my extendend meshes would solve the penetrating problem?
I could also use a "mopptree?" doing something similar to the first solution, however , building mopps at runtime takes time, i want to be able to do this fast and often.
Lastly and also a bit crazy, i could try representing the model with voxels transformed as the body. Alternativly a voxel tree of convexes. I dont really know if this would improve neither rendering nor physics tought.
Im also interested in making this online eventually,wich hasstarted to feel more impossible day by day.