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! > >> > > > > > >