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3D Triangle Collision detection with ramps


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#1 C0dR   Members   -  Reputation: 144

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Posted 24 October 2013 - 10:55 PM

Hello,

 

 

I am currently working on a student research project and have to develop a simple lemmings game.

My world is made of 3D meshes and my lemmings are simple flat meshes made of 4 vertices with textures on it (kind of 2D sprites in 3D world).

 

Currently I am working on the collision detection but cant get it working. I assume you know how lemmings is working, so i need to detect wether the lemmings are on the ground or colliding with a wall. I also need a ramping functionality, so i can have uneven grounds.

 

For collision detection i made a simple mesh in a 3D program and set it a special name (beginning with COLL_). But I just cant figure out how to get the collision detection working. I already tried the solution from here http://www.discoverthat.co.uk/games/xna-triangle.htm but its not working properly for me since I cant really detect wether the lemmings are colliding with a wall or the ground. So I also tried to seperate the collision meshes in ground meshes and wall meshes, but now when the lemmings are not colliding with the ground anymore ( walking over a cliff) they make some kind of curve and are not directly falling to the ground. I already checked if I move them horizontally before letting them fall but thats not happening. I think the problem is the BoundingSphere, since its round and not quadric?

Well, should i just try simple boundingBoxes instead of Meshes? But then i couldnt get ramps right?

 

 

Could anyone post a solution or give me some tips? I just have 2 Weeks left and dont even have the game mechanics ready sad.png

 

 

greets

C0dR

 

 

P.S. I am german so bear with me smile.png


Edited by C0dR, 24 October 2013 - 10:58 PM.


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