Do those cool Carmageddon collisions
I really love the collision and physics system in Carmageddon!
In fact it''s not that crazy thing at all I think, (in Carma 1) it''s just
a moving+rotating bounding box of a car tested against the track
geometry
I like to implent this cool system into my game, too, but I seem to
go down with the math!
My objects are surrounded by such a bbox which is also rotating.
Somehow I thougt it will surely be useful to add planes for every
side of the box, so I did.
Now the bigger problem:
How to test the bbox (planes?) against polygon data of the track data.
(I suppose this will be some cruel math code )
Perhaps someone has some helpful links or anyone can help me directly!
I would be very thankful
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