Collision detection in Quake
How does collision detection in quake 1 work ? I''ve checked out the sources and looks like it uses convex hulls for this. Or something like that. And most quake clones basically just copied the original quake source for this. I was hoping that quake used solid leaf bsp trees, guess if i was dissapointed. So how exactly does it work?
It does use solid-leaf BSPs, just it uses several copies of it. Each copy is for a particular sized box (16x16,32x32,64x64 I think). You just decide which size you need and clip the displacment line against the given tree.
I could be wrong in this, it''s been a while since I read the Q1 source.
I could be wrong in this, it''s been a while since I read the Q1 source.
it used to be on id software''s homepage.
My Homepage
How many Microsoft employees does it take to screw in a light bulb?
None, they just declare drakness as a new standard.
My Homepage
How many Microsoft employees does it take to screw in a light bulb?
None, they just declare drakness as a new standard.
Both the Quake1 and the Quake2 engine sources are available under the GPL, and have been for quite some time.
www.quakesrc.org
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"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack
www.quakesrc.org
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"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack
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