[project1dev] Re: collision detection

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 12:44:25 -0500

Sounds like what you were saying about invisible impassable walls.



On Wed, May 13, 2009 at 12:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> "clip walls" == ??? :P
>
> On Wed, May 13, 2009 at 9:50 AM, <mattthefiend@xxxxxxxxx> wrote:
>
>> 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!
>> >>
>> >
>> >
>>
>>
>

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