[project1dev] Re: collision detection

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 09:56:52 -0700

yeah we can deffinately do that, just put an invisible impassible box.

what would be an example of that coming up I'm wondering?

On Wed, May 13, 2009 at 9:28 AM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> 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!
> >>
> >
> >
>
>

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