# Mr.L

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1. ## Collision Response with multiple objects

ok, got it, i report when i implemented it, thanks
2. ## Collision Response with multiple objects

I hava a 3d map consisting out of triangles and player with a collision sphere. it looks a bit like this: http://ika.wdfiles.com/local--files/terrain-generation/Terrain.png I've Managed to reslove collisions with just one triangle. But i don't get it to resolve with multple objects, the sphere sinks in the floor time to time when i just resolve every MTV. So how can i make it right?
3. ## Collision with polygon or Polyeder

you mean even the player as a bunch of triangles?

Ok, thanks.
5. ## Collision with polygon or Polyeder

There's something i don't understand about collision: When i want to detect a collision between a polyeder (obstacle) and a sphere(Player), do i have to check collision between the Sphere and the polyeder(Sep. Axis th. 3d) or between the sphere and every face of the polyeder?
6. ## bullet hole calculating

ok, thanks, that helps me a lot
7. ## bullet hole calculating

ok the code should look like this -loop objects and flag if behind the player. -sort the objects, ignore the flaged ones. -check for collision on each face of each object, break if collision with face. -save face normal,bulletpositiono. -draw the bullet hole. is this right?
8. ## bullet hole calculating

ok so should check and loop all faces of all thetrahedrons, and not check all thetrahedrons first? wouldn't it save processor time by checking all thetrahedrons first, or did i missunerstand something?
9. ## bullet hole calculating

i think the title explains it pretty good: i want to make a function that takes the player position(start of the bullet path,vector)and the bullets direction, loops through all the Objects(thetrahedrons) and returns the Vectors Position and angle of the BUllet decal. although I have a fairly understanding of 3D geometry, i Have no Idea how i should solve it, expecialy the position in the thetrahedral.
10. ## Get overclass attributes

sorry, a friend has just told me, so it has done itself.
11. ## Get overclass attributes

no I ve got another Problem with the same Project: I made a little map format to create a map with a text editor and an interpreter for it. but haw can i dynamicly add new Objects to the level?
12. ## Get overclass attributes

thank you both, but i think Aardvajk, is right, i'll have to make an extra array
13. ## Get overclass attributes

sorry but i don't get the pointer cast, can you show me how I workds with pointers?
14. ## Get overclass attributes

To describe my Problem I have to expand a little: I wrote a game all of whose Objects(Timers,Inventory-Itemens, Walls, Trees...) are classes based on a subclass calleg gobject. The classes which are direct in the world(Trees, Players, Walls) are also based on a class called wobject which is based on gobject. always when an Object is created it gets automaticly added to a huge array of gobject pointers. The trick here is, that that even the most unimportant object has a virtual handle function, which is called on a big loop, that calls every handle for each pointer in the array. For example if the Player has an Item in his inventory, that automaticly heals him, I can write this in the virtual function of the class autopotion. but the Problem is, for example in the collision detection, I have to acess Attributes like height, width and position. How can I acess this attributes form the Pointer-Array?
15. ## Resolve Collision

Ok I finally figured out how to use SAT 3d But how can i resolve the collision. I first wantet to just reset the last step at a collision, but that seams unnatural. Does anyone have a better Idea?