piterh1

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About piterh1

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  1. @jefferytitan The thing is I want the character to always be able to follow the path my algorithm finds so I can't have him fall or something. So in order to check whether the obstacle or hole can be jumped over I need to do collision detection on the path of that jump (apart from checking terrain height on both sides). I can't think of any other way to find out whether there is another obstacle on the jump's trajectory. Well moving on, I have another question. Is it possible to open new threads from within a thread? I am thinking about running the A* and when it finds an obstacle that can be jumped over it will spawn another A* search on the other side (to see if it's not a dead end) while continuing with the first one. I know this will probably be useless because of the speed but I still want to try it.
  2. First of all, thank you for the replies. I am focusing on static obstacles but maybe I should look into dynamic ones aswell to add some value to the project. As Dave mentioned marking the points where the character can jump is the best option and I've already thought about it. However, if I just state that on my report I doubt I would get a good mark so I want to research other methods that find the jumping points without supervision. With this I would be able to say that, "I've looked at different ways of doing that such as this, this and this and I've concluded that this one is the most efficient...". Jeffery, thank you for the information, I didn't think about things like allowing the character to pass through objects up to some extent but this will definitely help me with the project.
  3. Hi, I am currently working on a project for university and I have a couple of questions regarding collision detection. I am trying to change the A* algorithm so that instead of walking around obstacles it will be able to jump over the ones that can be jumped over. If you can't answer all the questions then please atleast answer the ones you know, it would help me greatly. Ok so here are the questions: How is collision detection usually processed in games, do the objects all have bounding boxes for quick checks and more complex shapes for more accurate collision detection? How do you check for collision with terrain, things like steep hills or a terrain wall? How do you check for collision against invisible walls, are those just simple if < or > statements? I need to know those things because if I am going to integrate the jumping ability into the pathfinding algorithm I need to check the trajectory of the jump so that the character doesn't collide with anything. Possible obstacles include holes, small objects, high objects, thin walls and obstacles on the jumping path. Since I have no experience in writing AAA games I would really appreciate any information on how collision detection is done in those games so that I can make my project as professional as possible. Thank you for your time