[project1dev] Re: collision detection

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 09:28:30 -0700

Yeah, I did notice this, and it makes me wonder, what should we do
about things we don't want the player to be able to pass through but
doesn't have a model blocking them?

Do we just put invisible models in that let the player not pass?

On Tue, May 12, 2009 at 8:58 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> ok then ill leave it and see if anyone complains :P
>
> On Tue, May 12, 2009 at 8:55 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>> Yeah, I've known for a while. I kinda like it. I was thinking about just
>> making more rocks fall to prevent the player from passing
>>
>> On Tue, May 12, 2009 at 8:51 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>
>>> im not sure if anyone else has noticed but you can jump over the boulders
>>> that fall from the sky (just hump them and jump).
>>>
>>> And same thing w/ erics mine cart, you can hump it and jump and get in.
>>>
>>> Right now all our collision detection is model based, the player is
>>> actually just a single point in space, and when he moves, he collides
>>> against the actual faces of the polygons that are marked as collidable.
>>>
>>> We'll probably have to do something like specify a collision shape
>>> independant from the model, like say "yes this mine cart is collidable, but
>>> just do collision against a bounding box, instead of against the geometry
>>> itself".  Or for the rocks, a cylinder might make more sense.  shrug...
>>>
>>> anyhow, just FYI it's on the radar if anyone did notice!
>>
>
>

Other related posts: