Melax BSP: unwanted invisible walls
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?
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