RE: [Algorithms] Return of the front clip plane
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From: Robert D. <RD...@ac...> - 2000-08-03 21:21:07
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a completely mad idea, but if this is first person, then make it really first person ... attach the camera to the front of the viewing persons head, and when they turn around the camera stays on the front of the head, and hence moves away from the wall. For a real life comparison, walk up to a wall and turn around when you are touching it. You will now have your head a long way from the wall. Just because people are not used to their characters in games behaving like real world ones doesn't mean they shouldn't, and maybe this is one case where if they did it would be better. Rob -----Original Message----- From: Jason Zisk [mailto:zi...@n-...] Sent: 03 August 2000 21:08 To: gda...@li... Subject: Re: [Algorithms] Return of the front clip plane 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 _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |