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Advanced collision detection

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How do games like Halflife and Quake do their collision detection? With regards both to terrain/level and other player models. If they do something like bounding boxes, how do they know what part of the level to check with?

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BSPs.

BSP trees are well documented in books and on the internet - there are probably even some tutorials on this site.

I think Quake uses a standard bounding volume for all players. I''m not sure what it is, but a cylinder would make sense.

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quote:
Original post by jyk

I think Quake uses a standard bounding volume for all players. I''m not sure what it is, but a cylinder would make sense.


IIRC it uses BBoxes.

BSPs are just a form of speeding up the collision detection by finding the collision surfaces quicly. you can check out the source for Quake2 for more info.

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