Re: [Algorithms] Simple player collision response problem
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From: <SHA...@ao...> - 2000-09-09 05:54:53
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In a message dated 09/09/00 00:14:16 !!!First Boot!!!, Ste...@im... writes: << Don't wait until the next frame to recurse the rebound. In my collision detection I let the movement continue as far as is possible during the frame that the collision takes place so the frame displays only the results of the bouncing. What I see at creases is a smooth migration toward the center of the crease until the player is directly on the crease. >> Hi, What I do is only test collision on tri's which the player is not allowed to walk on i.e. by testing the normal->y component of the surface. Then, to determine the player's y position, I shoot a ray straight down and see which tri this hits and from that compute the y of where the player is standing. This stops wallowing around in creases :) and also cues which sounds to play for the players footsteps based on the texture type under the player. Does your algorithm also have the undesirable effect in a concave corner where two walls meet?? John. |