Bossa Nova
2003.04.02, 10:37 PM
Hello.
I've begun working on an engine for a new game. I'm currently using Quake3 maps for all levels (as I lack the knowhow to write a half-way competent editor). Anyway, Q3 works great. The rendering is very fast thanks to PVS.
screen at: http://homepage.mac.com/jkross/.cv/jkross/Public/BountyHunters%20Screen.jpg-binhex.hqx
Shameless plug, I know :blush:
Anyway, I started working on the collision detection the other day. My algorithm is super-simple. Basically you check the area on any leaf the player tries to enter. If it is -1 (written into the format) do not allow them to enter it. Stairs and slopes are a little more tricky but basically the same.
Anyway, its come to the point that I want to implement sliding collision (whereas when the player hits the wall they slide accross it rather than stop dead). Problem is I can tell nothing about where the player collides. All I have is a position and forward vec for the player.
I know that somewhere there's a way to do this but I've been racking my brain for a couple of days and can't find one. I'm thinking some trig might solve it but I dunno.
Any advice is greatly appreciated.
I've begun working on an engine for a new game. I'm currently using Quake3 maps for all levels (as I lack the knowhow to write a half-way competent editor). Anyway, Q3 works great. The rendering is very fast thanks to PVS.
screen at: http://homepage.mac.com/jkross/.cv/jkross/Public/BountyHunters%20Screen.jpg-binhex.hqx
Shameless plug, I know :blush:
Anyway, I started working on the collision detection the other day. My algorithm is super-simple. Basically you check the area on any leaf the player tries to enter. If it is -1 (written into the format) do not allow them to enter it. Stairs and slopes are a little more tricky but basically the same.
Anyway, its come to the point that I want to implement sliding collision (whereas when the player hits the wall they slide accross it rather than stop dead). Problem is I can tell nothing about where the player collides. All I have is a position and forward vec for the player.
I know that somewhere there's a way to do this but I've been racking my brain for a couple of days and can't find one. I'm thinking some trig might solve it but I dunno.
Any advice is greatly appreciated.