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cannotcompute

worms2 (arma,wwp too)-type collision detection?

3 posts in this topic

how did the dudes at team17 make that spiffy ''works-with-all-kind-of-slopes-and-curves'' collision detection? Not that I want to make something outta it, I''m just curious
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This is just a guess,
but since the collision seems like it would be complicated its not at all. If you take a look at the map there is nothing to the maps. So what I''m -guessing- what they do is have a clipping mask for the level and do pixel testing.

So you would have this white background and black everywhere you want clipping.

Example, a missile is moving along the map and once the missile hits a black pixel boooom. and then it takes out a circle of the black clipping area.

Thats just my theory on how they did it and probably how I would do it.

Plus, if you''ve noticed when you randomly generate a level in the game setup it basically shows you the clipping mask right there because the map it generates for you isn''t textured yet.

CrappySoft - game production team with a punk attitude. Mail me if you want to make levels, art etc.
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yeh, sounds how im doing it yep, me doing a worms-clone, but is with a difference!!!!!!!!! The game is a real-time version of the excellent Worm’s game. Everything works in real-time, removing the turn-based element from the game, giving a
kind of Quake feel to the game. Variations of Quake that have evolved, such as capture the flag, will also be present in this game. This will allow the game to be played on LANs and of course the Internet, and still remain fun and not repetitive. The game will be a side-scrolling game, much to the same effect as Worms. Variations on the weather will exist, and the cartoon feel of Worms will be lost, to a more photo-realistic version of the game. Each worm character is pre-rendered, in a 3d package. Not that you needed to know that, but hey!!!! Actually I have a question, I don''t know what forum this will appear in, as I clicked the Worms 2 related thread on the main page of GameDev - so sorry folks if its not in with the forums subject - ive thought really hard about how to make this game work, and i''ve come up with using square 32x32 textured tiles to make up the map for the game, I then use an alpha mask to show which parts of the tiles are transparent (e.g. been blown away with a rocket launcher) and which are not. Can anyone see any problems with this method??

Cheers in advance,

Matt
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There was a discussion in the chat room about Worms 2 a while back. We figured that Worms 2 stored terrain as a series of vertices. And of course, that would make collision detection feasible without a monochrome layer in memory.
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