Hello reader,
I'm implementing a collision system and I'm lacking knowledge on how collisions are done with indoor levels that may have many platforms, pillars and walls. I'm not talking about actually detecting collisions with bounding volumes but more on how are bounding volumes setup. For example in this image of a level in doom I highlighted some of the different things that you would have to detected collisions against. Is the level (by level I do not mean props like that barrel) one mesh or is it broken down into big chunks that each have there own bounding volumes. Are walls just planes or AABB's, Is the ground just a large plane. Are all the platforms the player can walk on planes at different heights? I know there's lots of ways of doing it but what is a pretty generic (by that I mean common solution. not general purpose) way that most games like this would solve this problem. I have ideas on how to do it but maybe there's a better solution to just lots of planes and AABB's. So how are indoor level bounding volumes setup? How is the level broken down into 3D shapes that collision can be tested against.
Thanks.
[attachment=34124:doomhigh.png]