RE: [Algorithms] Return of the front clip plane
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From: Robert D. <RD...@ac...> - 2000-08-04 08:23:28
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You could just apply real world stuff to it.... look up, you head tilts back, so your eyes will pull away from the wall. look down, when standing with your nose against a wall and you hit the wall, so you either collide and can't look down when against a wall or if thats going to upset people either IK your body so the head is touching the wall, or move the body back. either way, in real life you cannot look down with your eyeball touching the wall, because you aren't built that way, so applying similar limitations in a game is not unreasonable. Rob -----Original Message----- From: Jason Zisk [mailto:zi...@n-...] Sent: 03 August 2000 23:32 To: gda...@li... Subject: Re: [Algorithms] Return of the front clip plane 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 _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |