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Viperrr

FPS collision detection

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Hi Im making a first person shooter for the first time. I am wondering what's the easiest way to do your typical FPS collision detection nowdays. I found this article on the topic: http://www.gamedev.net/reference/articles/article1026.asp The problem I have with this artcile is I don't know how to access polygons from a mesh .X What I wanted to do is make a low poly mesh consisting of all the walls, floors and ceilings. I would not render this mesh, but just let the player collide with it. (using D3DXIntersect). However, this method of mine treats the player as a single point instead of an elipsoid, which is bad. So what I need help with is an answer to these 2 questions: 1) Is there an easier way to do FPS CD thesedays, maybe some Direct3D functions? 2) If not, then how do I loop through polygons in my .X file so I can use the method described in the article? Thanks alot

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For collision detection with a triangle mesh you're going to need to use an acceleration structure for any mesh that's of non-trivial size. Octree's are quite common for this purpose. D3DX doesn't have anything to help you out in this area, since it's not really graphics-related. You may want to consider integrating a physics engine like PhysX or Havok, as these both have efficient means of handling collision detection with triangle meshes.

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