Advertisement Jump to content
Sign in to follow this  
Kobaktan

Set a player to the 3D-surface

This topic is 808 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi!

I have a 3D-surface that consits of triangles. I want to place a player onto this surface, i.e. I have to count a Z-coord using X and Y coords of triangles. Many advices say I have to cast a ray from the player standing point vertically and thus find a crossing with a triangle plane. But actually that mean check crossing with every triangle forming our 3D-surface, moving from one triangle to another in vertex buffer, cause we don't have access to those triangles through coords - but only through their numbers in a vertex buffer. That way doesn't look very optimal. Optimization looks kinda simple: split surface onto sections, which may be accessed through the coords. But that's only my assumptions.

So, how exectly that problem is usually solved in a modern games? I think there are some standard algorithms.

Share this post


Link to post
Share on other sites
Advertisement

This topic is 808 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Guest
This topic is now closed to further replies.
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!