RE: [Algorithms] Simple player collision response problem
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From: Jaimi M. <ja...@al...> - 2000-09-07 20:05:08
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Hi Jason -- In my code (not the elliptical code that I still can't get to work right), I handle this by adding invisible clipping solids. These are just polygons that get added to the movement code, but not to the rendering code. This lets me fine tune areas where problems like this arise. Unfortunately, this doesn't work well for terrain, so I've kept my old terrain movement code, which just interpolates heights from the heightmap. I'm interested in what others are doing though, as I'll probably abandon the height-interpolation method when I can get a real clipper in. Jaimi -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Jason Zisk Sent: Thursday, September 07, 2000 11:42 AM To: Algorithms List Subject: [Algorithms] Simple player collision response problem Hi everyone, I've been wrestling with a problem for the past few days and it just won't go away. :) I've been rewriting my player vs. world collision detection and response routines, and I've pretty much got it all finished except for one problem. When the player bumps into or walks along a crease (where two polygon edges meet) the collision response algo seems to make him oscillate. So you'll be walking along in a shallow valley bouncing left and right a tiny bit as you move down the crease. I've taken a look at the quake source and it does something similiar to what I'm doing, except it looks like there is some special case code just for creases. I'd really like to avoid hacking so I'm hoping some of the experts on this list have run into this problem and solved it. Or can outline a simple "slide along polygons" collision response that handles crease situations. What I'm doing now is simply calculating a sliding plane based on the poly the player is hitting and sliding him along that with the remaining velocity after the initial collision. I do this recursively each frame against the environment until the velocity is so small I can just set it to zero. Thanks for any help. - Jason Zisk - nFusion Interactive LLC _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |