Re: [Algorithms] Simple player collision response problem
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From: Jason Z. <zi...@n-...> - 2000-09-09 15:46:35
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I am going to test to see if happens with corners as well, if it only happens on valleys in the terrain I might be able to hack something. But since the algorithm is the same for walls and floors I'd assume it would happen for both. I actually want to use the same algorithm for all polygons, mainly because of things like walking up stairs. This algorithm (found on flipcode.com) allows the player to smoothly walk up stairs. By just getting the height under the player you will often run into trouble with stairs where you will just kind of pop up and it looks/feels quite bad. - Jason Zisk - nFusion Interactive LLC ----- Original Message ----- From: <SHA...@ao...> To: <gda...@li...> Sent: Saturday, September 09, 2000 1:54 AM Subject: Re: [Algorithms] Simple player collision response problem > 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. > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |