## Re: [Algorithms] 3rd person adventures - The saga continues!

 Re: [Algorithms] 3rd person adventures - The saga continues! From: Mick West - 2005-10-31 22:58:51 ```True. But remember is a (bounded) ray is a swept point. If you don't have support for swept collision volumes, then you can hack it with a combination of rays and static intersections. For many years the Tony Hawk's skater's collision model was just four rays (down, forward, left and right), and no volumes. Mick. James Levick wrote: >What Mick and Jon said, but one thing I would emphasise is to use a swept >collision test (raycast, swept sphere/ellipsoid/box/etc) - I have found that >to be more robust than discrete static intersection tests. > >----- Original Message ----- >From: "Mick West" >To: >Sent: Tuesday, November 01, 2005 6:22 AM >Subject: Re: [Algorithms] 3rd person adventures - The saga continues! > > > > >>Diogo de Andrade wrote: >> >> >> >>>a) Use the collision detection + response to handle the walking; put >>>simply, see if the character's bounding box intersects the world and if >>>it does, get the normal of that collision and do the sliding thing >>>b) Use the AI navigation mesh to handle where the char can go or not >>> >>> >>> >>> >>Solution a) is the way to go, but not with the simple bounding box. You >>will want to use a collection of collision primitives, but it's very >>reasonable to just start out by using a single downwards collision ray >>to find a point of contact with the ground. When that is working, then >>worry about more horizontal collisions using some above-ground >>primitives. In the past I've always used a collection of rays - but a >>sphere or capsule can work fine. >> >>Each of your "character should ...." problems can be solved by using >>collision queries to detect a situation, and then handling it >>appropriately. ("IF movement puts me over the abyss THEN limit >>movement and turn around"). Be prepared to add and tweak a significant >>amount of seemingly ad-hoc logic to get things to work. >> >>You should mentally decouple the visual representation of the character >>from the physical representation. Get it to move right first, then look >>right. Like Jon Watte said, you can use rays+IK to fix the feet >>(although this may not be necessary, depending on your terrain, >>character type, speed, and camera position). Try rendering with your >>collision primitives instead of the model. >> >> >>Mick. >> >> >>------------------------------------------------------- >>This SF.Net email is sponsored by the JBoss Inc. >>Get Certified Today * Register for a JBoss Training Course >>Free Certification Exam for All Training Attendees Through End of 2005 >>Visit http://www.jboss.com/services/certification for more information >>_______________________________________________ >>GDAlgorithms-list mailing list >>GDAlgorithms-list@... >>https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >>Archives: >>http://sourceforge.net/mailarchive/forum.php?forum_id=6188 >> >> >> > > > >------------------------------------------------------- >This SF.Net email is sponsored by the JBoss Inc. >Get Certified Today * Register for a JBoss Training Course >Free Certification Exam for All Training Attendees Through End of 2005 >Visit http://www.jboss.com/services/certification for more information >_______________________________________________ >GDAlgorithms-list mailing list >GDAlgorithms-list@... >https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > > > ```