Original Post
I realize I've typed a lot of text here, so if you just want the bottom line: "when a collision is detected, how do I calculate the destination point projected onto the plane that has been intersected? (in order to create a vector from this point and the intersection point)" I've googled the hell out of this, and even searched these forums. I found just what I was looking for, and I know exactly what I need to do....but the problem is, I don't know how to do it. here are the details: I've got a very good collision detection method ( until I make it better :), as I've never been able to run through a wall or a corner that I'm not supposed to. what I'm trying to do is slide along surfaces instead of "sticking to them". I'm sure you all know what that means. I've got most of the code to do it, but I can't seem to figure out how to calculate the "destination point projected onto the plane". I was able to do this with pencil and paper, but I think I just had a very lucky error, as it did not work twice. all I need is to figure out how to project the destination point onto the plane in which the start position would have intersected, and take the intersection point and the projected point and get a vector, and from there, is cheese. things you may need to consider: my camera is not yet bounded by any polyhedron, its simply a vertex that floats around to world. I figured I'd get all the vertex calculateions down before I get any more complex than that. my "camera vertex" never coincides with a plane. I've coded my collision detection so that you can only get very very close to is, but never coincide. so there will be occasions whenthere is a zero distance between the player and a plane. whew.