Jump to content
  • Advertisement
Sign in to follow this  
ComradeBG

Ray - BSP Collision

This topic is 4146 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 guys, I have a Quake 3 BSP Level rendered in my game, some monsters and a gun. But the gun isn't firing yet. I plan the shooting like this:
Target Vector = View Vector - Position Vector
If(Target intersects BSP World)
     Calculate Intersection Point, and render some particle effects at it
Else If ( Target intersects a Montster /*represented as AABB */)
     {
            Calculate Intersection Point with the AABB;
            Render some particles at it;
     }
     Else Render particles at the View Vector multiplied by some dinstance


I need some advices/articles/code/tutorials etc. based on checking Ray-BSP and Ray-AABB collisions and calculating the intersection points of these two types of collision. Thanks in advance.

Share this post


Link to post
Share on other sites
Advertisement
There is a Quake3 BSP collision tutorial around.

http://www.devmaster.net/articles/quake3collision/

That should answer all your questions :)

Share this post


Link to post
Share on other sites
Quote:
Original post by DoubleBuck
There is a Quake3 BSP collision tutorial around.

http://www.devmaster.net/articles/quake3collision/

That should answer all your questions :)


Thanks a lot, mate. I solved the problem with Ray - BSP Collision, I'll do a Google search on a Ray - AABB intersection test. Now my gun is firing ^^

Share this post


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

  • Advertisement
×

Important Information

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

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!