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# Moving Around 3D Land Question...

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### #1Anachronism  Members   -  Reputation: 120

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Posted 04 October 2001 - 04:39 AM

Hello, I Have thought about this, and thought about this but I cannot come up with any viable methods of walking around on 3D land. An example of that comes to mind would be mario 64 for nintendo 64. You can stand on polygons slanting in every direction and angle, and I just can't figure out a method for doing this. I can't really use a grid system, where i know what grid unit the player is in and determine what height he should be at since I know what polygon is in this unit, because single polygons stretch across many grid units... I also would like a case where there are multiple objects on top of each other like floors where you would be able to walk on each. Can't really determine the height the player should be at with a grid if the poly stretches across more than one your units..... I can see maybe doing this in a 3d engine if the polygon was always slanted on one axis.. But what if i want it rotated on some odd angle? The math can't be too difficult. Sorry if this has been confusing but it reflects my predicament. Thanks for any future replys.... Anachronism Edited by - anachronism on October 4, 2001 11:42:12 AM Edited by - anachronism on October 4, 2001 11:44:13 AM

### #2Icarus3  Members   -  Reputation: 122

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Posted 04 October 2001 - 08:37 AM

For a terrain you can generate an octree
The octree subdivides the whole terrain into lot''s of blocks containing a fixed amount of polygons

When you want to have collision detecting you first need to find in which "block" your in. Then you test the polygons by bounding box collision detecting or spheres

### #3Anachronism  Members   -  Reputation: 120

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Posted 04 October 2001 - 10:49 AM

quote:
Original post by Icarus3
For a terrain you can generate an octree
The octree subdivides the whole terrain into lot''s of blocks containing a fixed amount of polygons

When you want to have collision detecting you first need to find in which "block" your in. Then you test the polygons by bounding box collision detecting or spheres

Not to sound ungrateful, you being the only one to reply so far and all, but If I understood those terms and methods were you just mentioned, I would be able to do what I want to do and wouldn''t be asking. So telling me to use ''bounding box collision'' doesn''t help me when I obviously have no idea what that means. If I understood what that meant, I wouldn''t be having a problem. Web searches didn''t find anything helpful when searching with that phrase either...

### #4Moe  Crossbones+   -  Reputation: 1193

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Posted 04 October 2001 - 11:54 AM

Just search GameDev for ''Collision Detection". I am sure you will get plenty of results.

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