Add me to the dummie group. I can do 2D collision, 3D bounding spheres, but when it comes to BSP, Portal, I''m lost. I''d like to post a note about this because YES, I get tons of requests on this topic. If someone is willing to write a very easy to understand, commented collision demo that works (no sliding through walls, etc), using the code from my site as base code, I will pay $50 for the code. I know it''s not much, but it''s out of my pocket, and the could would help everyone out! I''ll convert it into a tutorial once I''ve had a chance to go through the code, and figure it out
Collision detection - what's so difficult?
Quake3 didnt use sphere collision detection, it uses bounding box hull checks..sphere detection is pretty ugly when it comes to walking around on ledges and over uneven geometery - check system shock 2 or thief - horrible physics feel there (good games though)
If you jump about in Quake1-3 and Half Life you can pull pixel perfect accurate jumps and ''bunnyhop'' about the place from jump to jump - with sphere collision games u can often become ''stuck'' in geometery and have to wiggle your way out by randomly spamming the jump button and moving in all directions - my 2d engine so far uses raycasting to check the movement and collision of objects (and correct them) and it feels pretty fluid at the moment
If you jump about in Quake1-3 and Half Life you can pull pixel perfect accurate jumps and ''bunnyhop'' about the place from jump to jump - with sphere collision games u can often become ''stuck'' in geometery and have to wiggle your way out by randomly spamming the jump button and moving in all directions - my 2d engine so far uses raycasting to check the movement and collision of objects (and correct them) and it feels pretty fluid at the moment
It''s not often a boundingsphere, or even a convex hull test is usefull for anything but an early rejection. Once you get a collision for the spheres, you still need to get down on a per-polygon level. You''d also want to have the exact feature-set of the collision, and the penetration-depth. And this is where the hard part comes in.
Gino van der Bergen wrote a very good book on the subject.
Gino van der Bergen wrote a very good book on the subject.
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