Re: [Algorithms] Return of the front clip plane
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From: Jason Z. <zi...@n-...> - 2000-08-03 22:32:05
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Well this is the same thing as just making the player's collision radius smaller. You'd still get too close to the wall and clip it out if you looked up/down. Maybe not left/right though, which might be where the thought came from. :) I could just not let the player look up and down, doom got away with it right? ;) - Jason Zisk - nFusion Interactive LLC ----- Original Message ----- From: "Robert Dibley" <RD...@ac...> To: <gda...@li...> Sent: Thursday, August 03, 2000 5:28 PM Subject: RE: [Algorithms] Return of the front clip plane > 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 > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |