Re[2]: [Algorithms] Colliding against polygon soup
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From: Cruise <Cr...@wy...> - 2000-12-06 11:21:21
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This is a pretty good method if you don't need the exact location, just area-based. The one problem with the way Half-Life implemented it is it doesn't allow bones to be removed from the model in game...if you want a charcter to lose an arm, even if you don't draw it anymore, the bone (and therefore hit-box) still remains. This presumably wouldn't be a problem when testing at the polygon level, as the polygons for the arm no longer exist (or at least aren't visible). > For skeletal animated models, how about the way Half-Life( I think) did it? > A OOBB for the entire model, and individial OOBBs for each bone. Let's you > get fairly detailed for hit regions (head, left arm, etc), wo/ going to the > tri. level. |