[project1dev] Re: collision detection

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 13 May 2009 14:00:51 -0700

Your example question - it would help for things like wires, ropes,
fences, and other things that we can't rely on collision for.  Also I
think I remember you saying that models that are walkable use more
resources, so if we just used invisible barriers at certain areas and
made all the models behind them ignore, that might be easier?

On Wed, May 13, 2009 at 9:56 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> 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!
>> >>
>> >
>> >
>>
>
>

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