Jump to content
  • Advertisement
Sign in to follow this  
Graf Chocula

Melax BSP: unwanted invisible walls

This topic is 4519 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hi all I'm trying to implement collision detection and resolve for level environment, based on Melax paper "Dynamic Plane Shifting BSP Traversal". http://www.melax.com/bsp/ Even though beveling edges as mentioned in the paper, I still got some unwanted invisible walls. When going down the bsp tree, checking each node/plane for intersection with the player-sphere/cylinder, you check both subtrees of a node/plane "A" colliding with the player. Unfortunatly there is a chance that one of the subtrees holds a plane similar to "A" resulting in a collision and therefore in an invisible wall, even when you did not touch the polygons belonging to that plane. I created some images to illustrate the problem: http://www.freewebs.com/silentbob26/melaxbspinvisiblewalls.htm Any idea what to do about this? This case does not seem to be mentioned in Melax papers, so did I maybe do something wrong?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!