[project1dev] Re: collision detection

  • From: Nick Klotz <roracsenshi@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 15:58:44 -0500

After defeating a certain boss in a certain cave where rocks pile up behind
the player but you can still go back?



On Wed, May 13, 2009 at 3:54 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> 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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