Advanced collision detection
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?
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.
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.
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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