How do first person shooters work?

Started by
12 comments, last by Anddos 14 years ago
Yeah, right. All you can see of your weapon is this:

SeptemberUpdate

And the arm around it, will look like this.
No body hangs on it, in the most (All?) public shooters.
New Arm
(Both from our old mod Tre-TheSpreading)


Another thing:

To make your shooter more interesting, you can draw your body, just like this:
JuneUpdate
(Second part of that mod, Tre-LastLife)

And in both situations, the collision is just made with a cylinder around the player. Nothing more.

It just has to be big enough, that the player *thinks* his body would collide with a wall. :)
Advertisement
Even if you "bake" your collision detection model into the physics engine there will be still a lot of problems to solve. One of the problems is when NOT to use the "ordinary" physics.

An example for this would be a staircase. Most of the players are annoyed if they have to stop at every single step. So you probably have to ignore the steps for collision detection. Nevertheless they expect the staircase to behave like a staircase when a grenade has to bounce off it. In this case you are not allowed to ignore the steps.

This article can be useful for you.
Quote:Original post by Decibit
An example for this would be a staircase. Most of the players are annoyed if they have to stop at every single step. So you probably have to ignore the steps for collision detection.
A snowman or capsule solves this problem. The round base can easily navigate steps.
There done with ray testing i believe when the gun shoots the enemy model etc, or the bullet moves with a ray on it going at the direction its fired , etc the camera direction look and up direction
:)

This topic is closed to new replies.

Advertisement