[project1dev] Re: collision detection

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 13:59:56 -0700

I was just gonna drop more rocks and make a better cave in

On Wed, May 13, 2009 at 1:58 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote:

> 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!
>>>>> >>
>>>>> >
>>>>> >
>>>>>
>>>>>
>>>>
>>>
>>
>

Other related posts: