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NiGoea

Collision Detection - old thread reopened

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I'd like to continue the discussion started at

old thread

particularly to answer to Kwizatz, which I forgot to do months ago :/

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So, about collisions in Q3 (or Id's MAP files) you're telling this procedure:
- move all the planes of the brush in the direction of they normal with displacement = sphere_radius
- now you obtain a new "enlarged" brush, ready for a point-plane intersection
- perform the test on all those planes (obviously checking if the point is inside the plane..)
- in case, perform sliding

But that arises some questions:
- brushes are collections of planes. How do you rapidly identify which planes to ignore ?
- in the moment you have just the translated planes equations, you have to perform plane-plane intersection again to find out the vertexes, used to find out if the point is inside the face/faces. This sounds slow, isn't it ?

I'm my engine I can read MAP files, but don't have any BSP. I just use an octree to store the data about the meshes.

---

About handling stairs and small objects, I will try your algorithm ;)

Thanks also for the link about MDK2 collision detection.

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