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KaiNiklas

ideas about collission detect in game level

3 posts in this topic

hi,

i just wanne know how you would solve the collision detection in a game like counterstrike ? thinkmabout the buildings eg. so there are walls with doors - caves , and so on....
so i had 2 ideas beside coll detect with every triangle.

one is to have a invisible geometry that encapsulates every space you cant access ( walls, ... ) and use isInside() function to check every frame ( in octree of course )

second is to draw boxes above every solid element using its normals and test for pointInside() this triangle boxes - again of course with octree preselect.

i have these ideas but bevor i start implement it , imwanne hear how you do it... maybe i just did not thought of a more simple idea..

thanx
uwi2k2
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pretty much like cr99192 said. some other games uses colliders defined by the level designers. think about UT2003 for example there is a lot of details on the walls (pipes..) but the collision is far from all of that

Indeed counter strike uses the actual display objects for collision, diminishing level designer's job. It also uses plane following to simplify dynamics computations from the user input. gravity is out of the equation and takes away a lot of instabilities due to its great values. (9.8m/s/s is... STRONG)

Also, think about the volume problem, that is the most difficult. You don't want to test anything IsInside(), you want to test a bounding volume (your player) against another volume (the world) which is much much more complex than "this point is IN or OUT the world ?" And complexity only increases when you realize that you don't even only need to decide if your "volume is IN or OUT the world", but how to make it sllide, and if you want to push it further, to avoid any chance of traversal of slim barriers at high speeds, you would even want to make it "sweeped". sweep volume collision detection is difficult. I'd rather recourse to a library like bullet to take care of it, unless you're doing your master in physics related to numerical methods for example. If you want to make a game and actually finish it... :)

I'm one to talk because I attempted to recreate an engine like the one of half life based on hammer editor's output, and attempted a sweeped collision detector/reactor using paul nettle's introduction: http://www.gamedev.net/page/resources/_/technical/game-programming/general-collision-detection-for-games-using-ell-r1026

unfortunately I used variable time steps and got un-masterizable reactions, as well as impossibility to climb stairs, which led me to give up.

I realize now that collision detection was just impossible to do cleanly with only one model from the start. and you need to trick everywhere, like cutting gravity when you know you are already in contact, or using probes like cr88192 said, and various dirty tricks... but it works like that in the real world.

Last advice : http://gafferongames.com/game-physics/fix-your-timestep/

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