[project1dev] Re: collision detection

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 13:54:57 -0700

What situation will we need to prevent the player from walking through an
invisible wall anyway?

On Wed, May 13, 2009 at 10:44 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> 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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