# A few questions for the more experienced...

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1st ) How do I move objects, or what is a good way to move objects in a 3D in relations with time? I have read a tutorial that uses the frame rate, but the results are choppy. I'm really bad at math here, so please help. 2nd ) BSP for collision? I have a source that explains the process. I really would not like to split the polygons. Should I? Also, the purpose for this is to use point to collision detection from projectiles in the mesh. I wanted to get as accurate as possible. So I figured BSP may be accurate and pretty fast too.

Check out

1) this

and

2) this

HTH

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I've seen the BSP FAQ before. I have book that covers a BSP and it's various implementations. But I'm going to use a design similar how I'm storing my objects in 3D. They are all in one array that had double linked-list pointers for faster access. All the polygons will be stored in a similar way. The hard part is the each polygon needs to have a updated if the object rotates in any way because the position of each polygon won'y be that same. I think this is wh BSP trees are used for collision detection on static objects instead of other objects that move around and rotate. I also figured out the timing part by my self.

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I have no experience with BSP, but as for your first question.

Assuming you have your engine pushing a consistent framerate, average it and set up a vector for your object with a speed value. Then you can just update position every tick (whatever you use as a game tick) relative to the number of frames/ticks your averaging a second.

By using the average instead of the current value you should be able to create a consistent movement unless rendering the object itself greatly impacts your framerate.

~Pax

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In general I'd try to avoid BSP unless there was a clear-cut reason why it was the best choice. I find it a big pain, especially if you have to generate the BSP trees yourself... but I don't know your experience with this kind of stuff so this might not help you!

As for moving objects, I have a timestep of 0.01s for instance. If My game is actually running at 50fps, that means I do two fixed-timestep updates; if running at 33.3fps I do 3... Is this the kind of idea you're looking for? Variable timesteps are generally not used except in very simple situations.

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