Most games just have clip walls Sent via BlackBerry from T-Mobile -----Original Message----- From: Chris Riccobono <crysalim@xxxxxxxxx> Date: Wed, 13 May 2009 09:28:30 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: collision detection 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! >> > >