Re: [Algorithms] Return of the front clip plane
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From: Jason Z. <zi...@n-...> - 2000-08-03 20:07:44
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Its wierd, for a wall this method works fine. But for something smaller like a tree it "feels" wrong, like you are colliding too early. I guess its because you can see the stuff around the tree so you have a frame of reference? - Jason Zisk - nFusion Interactive LLC ----- Original Message ----- From: "Steve Wood" <Ste...@im...> To: <gda...@li...> Sent: Thursday, August 03, 2000 3:09 PM Subject: RE: [Algorithms] Return of the front clip plane > > -----Original Message----- > > From: Jason Zisk [mailto:zi...@n-...] > > > > Another solution is to just make your player's bounding > > volume larger so you can't get close enough to stuff to > > clip into it, this works okay but I find that you have > > to keep the player from getting closer than 3 units with > > a 1 unit clip because of viewport rotation (just keeping the > > player 1 unit away is fine if you are staring straight at a > > wall but as soon as you rotate the edges of your viewport > > will clip it). > > > > For my FPS I used a wall that I walked up to then looked up and down, then > adjusted my collision detection to prevent the player's view from clipping > the wall simply because of the view angle. It seems to work fine...I > wouldn't want to get into changing the viewport dimensions cause wouldn't it > distort the scene? I'd reserve changing viewport dimensions for special > effects like underwater wooziness. > > R&R > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |